32,193 Commits over 4,018 Days - 0.33cph!
Refactored decor system for better cross-frame load distribution and faster refreshing
checking in new lods, transition should much smoother.
Added dev.culling <layername> <distance>
Putting tom's keypad on the code lock
Show warning overlay if EAC isn't running (for the people running from the exe)
Made UNITY_STANDALONE_X double-check for !UNITY_EDITOR (bug or feature?)
Moved branding overlay to uui
Removed wood piles from the spawn list (chop them trees, people)
.. now with less debug output
New, simpler melee vs building block damage procificency system (unbalanced)
Balanced metabolism - can now stave to death again
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
Fixed NRE in SetupPlayerFootstep
Fixed NRE in chat system
Added server.globalchat convar
added footstep events to the crouchwalk
Tweaking physics variables for dedicated server
Don't hide tree entities in heirachy, it helps nothing
Fixed rocks using wrong shader
Fixed procedural map not generating properly in editor
created LODs for chicken.
rigged up the chicken for animation.
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)
Fixed missing references on server for Footstep stuff
Pie menu transition animations
Fixed "Rust/Standard Legacy Terrain" alpha clip issues
Fixed serialization bug in tool cupboard
Removed debug output
Also hude the HUD if dead or in debug camera mode
Mousewheel item selection
Hide HUD when in menus etc
Hide crosshair when not looking at an entity
Animations for crosshair, health tooltip
Tap USE to run default option, hold to open menu
Updated crosshair tooltips, stripped out old
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)
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 block skins being deleted on level change, leading to NREs
All the stuff I should have fixed before merging but forgot
Merged construction2 into trunk
chicken model + texture done.
Fixed issues with terrain atlas in GL; might require terrain shader reimport
Merged local chat branch.
Updated ProjectVersion and ProjectSettings to b12
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)
Added two more more sln files to ignore.conf (please delete those from your branch again zon)
Allow prefab preprocessors to run inside the editor
keypad, textures plus lods
Reverted some atlas terrain material parameter values
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