33,183 Commits over 4,109 Days - 0.34cph!
Fixed a few skinning issues. Updated the tshirt material to use more than just a diffuse map.
Added refresh to the decor and grass component context menus for runtime tweaking
Fixed AI being disabled in the main procedural scene
Increased animal run speed
Made prey animals avoid predator animals
Properly setup the rustle triggers on all bush prefabs
Changed flower clutter shader to the double-sided foliage one
Cleaned up and reorganized terrain shader code; particularly the atlas part
Removed more obsolete terrain shaders
Updated prefabs + game manifest
Made Tools->Update->Prefabs never fail
Fixed temp code left in terrain shader
Added 4 levels of dev.shaderlod => 0, 100, 200 and 300 (in prev commit)
Added a few more shader LOD modes to terrain shader, from 100 to 600; one for each quality mode
Added bicubic filtered splat control samples for highest quality mode
Fixed a few older menu scene materials
Reverted some atlas terrain material parameter values
keypad, textures plus lods
Allow prefab preprocessors to run inside the editor
Added two more more sln files to ignore.conf (please delete those from your branch again zon)
Deleted some stm files, which apparently are just backup stuff that shouldn't be on here
Deleted the duplicate tree prefabs since they're already outdated (and even more outdated on the tree-batching branch)
Updated ProjectVersion and ProjectSettings to b12
Merged local chat branch.
Fixed issues with terrain atlas in GL; might require terrain shader reimport
chicken model + texture done.
Merged construction2 into trunk
All the stuff I should have fixed before merging but forgot
Fixed block skins being deleted on level change, leading to NREs
Fixed block stage, demolish state not being networker properly
Fixed player flags not saving properly
Fixed conditional models not updating when block rotated
Fixed block upgrading happening even if you can't afford it
Fixed damage overlay flickering, weirdness
Fixed incorrect path in bootstrapping on OSX
Added Rust.Application.installPath that returns the full path to the install directory (still feels hacky, but at least we have a central point to fix stuff in the future)
Tap USE to run default option, hold to open menu
Updated crosshair tooltips, stripped out old
Hide HUD when in menus etc
Hide crosshair when not looking at an entity
Animations for crosshair, health tooltip
Mousewheel item selection
Also hude the HUD if dead or in debug camera mode
Fixed serialization bug in tool cupboard
Removed debug output
Fixed "Rust/Standard Legacy Terrain" alpha clip issues
Pie menu transition animations
Fixed missing references on server for Footstep stuff
Server: delete dropped items after x seconds (temporary lag fix)
Re-added player name tags
Disabled PVP looting (until we have some other stuff in place)
created LODs for chicken.
rigged up the chicken for animation.
Don't hide tree entities in heirachy, it helps nothing
Fixed rocks using wrong shader
Fixed procedural map not generating properly in editor
Tweaking physics variables for dedicated server
added footstep events to the crouchwalk
Fixed NRE in chat system
Added server.globalchat convar
Fixed NRE in SetupPlayerFootstep
Hammering blocks now increases health or demolishes faster
Added input.holdtime - the amount of seconds to hold E down for it to count as a hold and not a press
Balanced metabolism - can now stave to death again
New, simpler melee vs building block damage procificency system (unbalanced)
.. now with less debug output