33,182 Commits over 4,109 Days - 0.34cph!
Fixed some names causing collisions
updated manifest
rabbit attack animations / and another idle anim
Fixed chickens being invincible
rabbit sound effects and prefab
Audio stuff
improved rock sounds
add audio perspective switcher script
tweak audio mixer a bit
update audio randomizer to not adjust unrandomized values
Catch "Crash!!" build errors too
Staggered build starts, more info on task retry
Made LightLOD fade shadows in and out instead of hard-toggling them
Fixed that the lowest two quality settings would disable all dynamic lighting
Fixed locks floating in mid-air when door upgraded/downgraded
Deleted temp.mb files (@gooseman)
Deleted incompatible speedtree
Don't let players place building blocks too far away
Properly setup lighthouse monument scenes
Removed special handling of SceneToPrefab for monuments (i.e. getting the output folder from their tag)
Forced all procedurally spawned prefabs to be inside the autospawn folder
Moved all monuments to the autospawn folder
Added lighthouses to the monument spawn system (spawn rules are placeholders, brace yourselves for lighthouses in rivers)
Protocol++
fixed spectator being developer only (admins can now spectate)
added stone, metal floors
Fixed lighthouse recreating the material on library recreate (reverted material names)
Disabled material import on satellite dish collider meshes
modified footstep max distance (can no longer hear them 300 feet away)
made the chicken animations blend smooth when transitioning from the various states.
fixed the chicken not animating in certain situations.
tweaked the chicken sounds so they're a bit more audible. (ie. chicken doesnt have silencer attached to his lips no more)
made sure the right hand prop bone is imported out correctly for the spear animations.
Route all weapon effect sounds through the audio mixer
Lighthouse material clean up.
I'm hoping this fixes the lighthouse materials.
added a stabbing animation for the bone knife and improved the existing ones.
Tools -> Update -> Prefab Scenes
Fixed various issues in TestLevel (missing prefab references, wobbly flowers everywhere, trees everywhere)
increased volume of doors
Fixed pvt related crashes; now more solid
Enabled PVT on OSX as well; perf seems up to par on b14
Fixed out-of-date RustNative Windows binaries
Terrain shader LOD is now also affected by terrain quality control
Fixed server script error
Merged hunting wolves from animal-survival.
Fixed pink material on the base of lighthouse type 2
Animals now consider their attack direction in 2D.
Cleaned up terrain splats; split normal+height into normal and height; also deleted _generated
Added an additional list for height maps to be processed by Terrain Atlas Generator; paving the way for extended atlas packing
Added TerrainExtension system
Made meta, math, skin, layout and tree batching terrain extensions that work with any terrain
Refactored the first part of the terrain generator to utilize terrain extensions
Raw and cooked rack of ribs models, textures, and prefabs for boar, deer, wolf, and bear
Converted more scripts to use TerrainExtension
Added some basic extensions to the test level terrain
Reapplied changes up to commit 4026
Rebuilt all scene prefabs after all that chaos and destruction
Made TreeMesh fall back to placeholder meshes if the terrain doesn't support batching (i.e. is missing the component)
Fixed that TerrainMath would initialize with all-zero terrain dimensions on non-procedural terrains