30,749 Commits over 3,867 Days - 0.33cph!
Fixed ContextMenuUI/ItemCommand.Run NRE
Changed [AmplifyColor] errors to warnings
Fixed NRE in server.Kick
3rd person bandage animations
Menu Background is now a scene instead of a scene2prefab
EAC is less verbose
Fixed EAC not de-registering shared accounts properly
Added generic prefab class (using this for some refactoring)
Made all current player gestures loopable (so player can stay in this state if desired) for wave / thumbsup / point / unarmed / danger
Changed some ifdefs to diagnose the corruption issues
Fixed NRE in PlayerWalkMovement if running in TestLevel
Patched water shader to handle foam somewhat decently at night
Fixed terrain collision not resetting if killed inside a cave
Server build now (attempts) to strip out client only stuff - like textures and sounds
Changed how MeshCollider works to operate without a SkinnedMeshRenderer (for serverside)
Organized "Tools" context menu
Fixed prefab names being out of sync (next server restart should fix infinitely dense forests)
Be less verbose when being ddossed
Fixed some minor issues with AILocomotion
Group "Cannot create FMOD::Sound" warnings together
Group Mismatched serialization in the builtin class" warnings together
Insulated array exception in PVT PrePassRender
Changed [AmplifyColor/Motion] not supported errors into warnings
Fixed NRE in server.StartMessage
Mitigate DDOS connect attack's ability to close down a server
Don't load saves on startup (until tree bug is fixed)
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One last menu layout tweak.
Minor layout tweak on main-menu.html
White text on the menu logo.
Replaced the old, broken main menu background, with a new one.
Removed the obsolete TreeBillboards scene.
Music and ambient sfx files.
Menu scene files, and water shore effect tweaks.
Added alternate attack for torch & updated controller
Fixed not being able to jump through windows
Fixed missing material on wall upgrade/transition
Fixed deploying sleeping bags half in a wall
Updated UnityEngine.dll used by plugins
Fixed CommandLine.HasSwitch failing when called before initialize
Moved stuff around to avoid #ifdef editor serialization warning/errors
Fixed crash in radiation overlay (calling isPlaying on an AudioSource without a clip)
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Fixed snow everywhere by reverting overlay0 mask falloff to a previous value
Fixed forward mode in standard/universal terrain shader set
Added global albedo control to "Rust/Standard Legacy Terrain"
Disabling player nametags for now
Added debug messages to bootstrap - so when self check fails people can see why
Fixed rogue ifdef in FogVolume - which was possibly breaking serialization
Added TestResources self check (slow & noisy, disabled by default)
updated alt attacks for vm hammer & rock
Added anim events to rock vm
Fixed issue with impact sounds not working on the hammer
UnityEngine.IUI.dll is a candidate for causing "[...] is corrupted! Remove it and launch unity again!" messages
Don't allow sleeping when dead
Force inclusion of the player nametag material
Prevent some NREs that shouldn't happen anyway
Removing BuildOptions.UncompressedAssetBundle - hoping it fixes "blah blah is corrupted! Remove it and launch unity again!"
Results from a fresh import
Small fix for scene stuff.