30,783 Commits over 3,867 Days - 0.33cph!
Don't bother trying to send network updates during loads
Fixed warning
Fixed server compile error in ParticleEmitFromParentObject
Allow block rotation for 10 mins after upgrade
Fixed entities sometimes sending network updates before they're spawned
Horse footsteps don't sound like a guy with two halves of a coconut anymore
Fixed DX11 black terrain happening on 10.0 class hw
Fixed potential DX11 hang during pvt toggle and/or terrain initialization; compression related
Fixed DX9 compilation issue water normal fold shader
added a new wounded animation for when the player gets shot in the arm
fixed a bug with the flinch animations looking terrible
added the standing beartrap animation
made the relax gestures use the entire body (it looks more natural now with the pelvis and legs animating now)
Workshop update
Warning if entity broadcasting when it shouldn't
fixed a bug with the player's hands drifting off weapon when player looked up/down during the relax gestures
improved the "getting up from wounded state" animation
Deleted shatter toolkit (seemingly unused, naming conflicts)
Fixed root bone reference of player model prefab (bone list no longer includes mesh LODs and shit)
Added Overlay/Top (for custom UI from mods during loading screens)
Added editor cheats (free craft, instant craft, unlock all skins)
Fixed potential GameTrace issues when inside of colliders
Further reduced dynamic memory allocations in GameTrace
Simplified dirt shader layer
Workshop previews in editor
Workshop import fixes
PVE servers: Don't allow any construction damage from players (players were running out of cupboard range after placing C4)
PVE servers: Demolish is available forever instead of just 10 minutes
Water2: added high frequency distortion to water refraction
Water2: added normal fold slim texture caching
Reapplied GameTrace optimizations
Fixed animal and player GameTrace colliders being offset and often too small
Added move method to sphere (see bug report 720825)
Added capsule shape helper class (for step detection tests)
Replaced PlayerWalkMovement.TraceSphere with Sphere.Move
Terrain base map compression in DX11; saves ~126 MB from vram; speeds up lowest quality terrain and pvt
Fixed ragdolls floating away from where they were
Steam Inventory cleanup, refactors
Added InspectorEx base
Fixed showing PCGamer on menu
Server queries share the gameserver port
Fixed SSAO Pro meta file, reassigned to camera; rolled back some test changes
Increased distance before which sign.huge.wood is culled
tweaked some of the stag animations
tweaked the relax gestures for the 2handed sword and the rpocketlauncher
smoothed the transition blending for the jumping animations
Added proper overlay UI layer that's above all other HUDs, visible if any other HUD is visible
CommunityEntity.FindPanel now uses hierarchy-based paths
Fixed campfire smoke soft particle settings; was causing too much transparency / clipping
Cloth shader: defaulted dirt mask to white
Cloth shader: added uv separate uv controls for mask and layer
Cloth shader: added fuzz attenuation based on dirt mask
Fixed missing dirt mask errors in shader gui
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Standard shaders: moved detail mask into Detail Layer
Standard shaders: reordered some layers to fit rust/standard ordering; top-underlayer, bottom-overlayer
Standard shaders: first version of standard dirt layer; cloth shader only for now
Fixed player shadow lagging behind, which made first person feel weird and laggy
Some final touches on barrels, for now
No longer make all admins female (added dev.gender as a replacement for testing)