33,197 Commits over 4,109 Days - 0.34cph!
Made client tick more fps independant
Made wooden hammer shitter at gathering
Fixed array bounds error in BuildingBlock
Fixed NRE in gameconfig
If reporting error without a stack trace, try to generate one
Check and throw specific errors when viewmodel animation state missing
Repory architecture with errors
Added audio convars
Added AdioMixer
Slowed hammer repeat rate
Swapped out shitty sand footstep sound
added footstep sounds to mixer
Fixed bone knife building/damage/gathering
Fixed reflection toggling not turning off terrain rendering
Refactoring in preparation of the forest generation features Petur requested
Always allow the menu to be shown with escape, even on sleeping screen
Debug player state for wakeup bug
Limited graphics.fov to between 60 and 80
Added material for terrain atlas shader testing
Generated terrain texture atlas for Diogo
added player gesture anims ( surrender / hurry up)
Adjusted terrain atlas textures import settings
Force disabled PVT via script and changed default terrain material to Procedural-ATLAS; updated TerrainGenerator prefab
Updated layer masking to handle 4-channel specular
Changed some shaders to half precision across the board for some low-end love
Added atlas path to "Rust/Standard Procedural Terrain" in order to match the shader used in the menu scene
Deleted some seemengly unused shaders that weren't compiling
Switched atlas material to new standard/universal terrain shader; added matching BaseMap shader
Fixed terrain size being really tiny in the default procedural map
Toned all the specular down on new terrain material until it gets properly tweaked
Forced prefab name generation to lower-case
Removed networked datatables + stringpool
Added GameManifest asset - which holds common strings
Changed HoldType to use an enum instead of strings
No longer need to LoadAll resources on startup (faster startup, less memory)
Protocol++
Avoid issues by lowercasing created entity names
Add event hash to error report to avoid grouping similar errors
Error checking to radiation effect
Fixed PlayerEffects not playing (damage etc)
Tweaked the crazy strong env reflections, and reworked the hazmat suit.
Tweaked hazmat boots spec.
some animations for the oil lantern view model.
Prefabs -> Update now rebuilds clothing collisions
Fixed some clothing bones not being registered properly, leading to warnings/errors in console
Show os, branch and build time in branding
Don't update global html vars every frame (perf)
Maybe fixed wakeup bug
Fixed NRE in SpawnFilter when AI has no terrain (test maps)
Ordered arrays in GameManifest to diff better
Fixed broken leg on player preview
Player preview doesn't need to use chroma-keying anymore
Dropped items now have real physics, shouldn't fall through walls etc
Fixed held item being removed when trying to drop
Players drop their held item properly when killed
Increased water temperature
Reduced lung capacity
Reduced stomach capacity
Increased self drying ability
Made water surface visible from underneath again
Increasing client.lerptime default
Fixed being able to build on floor frame
Fixed stairs collision
Fixed not always being able to place doors on upper floors
added a gesture_layer in the mecanim; Setup alex's gestures.
fixed some bugs with the gesture layer;
more animations for the view model oil lantern
Fixed menu water, and water.mat foam.
Updated the snow jacket and added variants of it. And some hazmat db stuff.
Added slight sharpening to the post process.
Sweeping changes to the rock spawns, to stop them from looking like giant litterbox turds.
Tweaked coffee can helmet spec.
QA tweaks on a few more clothing pieces.
Improved burlap clothing set icons.
Changed skinned collider to reference parts using an int hash based on full prefab path + name (eradicates name collisions)
Building components tests
Lantern view model all done. commiting the sound effects / prefabs.
Updated basic building parts fbx