5,239 Commits over 2,192 Days - 0.10cph!
Merging structural integrity experiment into main
Strip TreeMesh from server builds
Tweaked wall sockets so you can place walls next to a block/stairs
RustBuilder.exe - for the build server. Builds in paralell, catches Unity crashes and automatically retries.
Strip LightLOD from server builds
Client - disconnect if exception in networking
Protocol++
Fixed UVs on a bunch of placeholder building component meshes
Fixed a bunch of pink materials
RemoteLog - moved to server prefab (gamesetup is only for the editor)
Stability points on all non grounded blocks
Can build on top of blocks (like floors)
Hinged door stability (falls to bits of frame destroyed)
Floor placement on supports more permissive
Lock is removed properly when door is destroyed
Added window bars
Replaced placeholder textures on blocks with some different placeholder textures
Fixed compile error due to missing root bone in chicken skin
Fixed generatemanifest/prefabupdate changing prefabs without changes
prefabupdate now 70x faster
grabbed latest phrases
Fixed building walls horizontally out of the side of other walls
Made some quick icons for the building parts
Added speed param to chicken_anims (unused by the controller right now but animals use this)
In editor spawn with a foundation plan
Adding missing pillar icon
Subtracting satalite dish commit (to retain compatibility with current version - will readd it later)
Fixed invisible trees
Tweaked dedicated server timings
Adding speedtree to `always include shaders`
Now on u5b14
Fixed build server
Fixed trying to build osx twice
Fixed DS compiling
Added a rigidbody to animals (testing a theory)
Put building rendering on their own layer (for profiling)
Optimized player update and added profiling (average saving 4ms a frame depending on server conditions)
Increased max timestep (testing a theory)
Fixed block damage overlay performance
Fixed block damage overlay z-fighting
Fixed block health bar not reaching to the end
Tweaked the placement guide to not z fight so much
Server performance enhancements
Added gamemanifest check in SelfCheck
Updated RustNative information (we probably need to review this info for all dll/so/dylib)
Fiddling with dll meta files again
Getting rid of 32bit so files we don't use
Lets disable 32bit libraries completely in the editor
Alright fuck you unity. Not including any 32 bit libraries, going to copy them over manually instead.
Queue and spread conditional model updates
Copy win32 dlls over on build
Tweaked graphics settings, shader preload
Misc performance/profiling tweaks
Don't make all server builds development builds (!)
Progress when loading a save on server
Fixed players not being able to walk through doors
Fixed a bunch of substance textures that had reverted to legacy shaders
Added developer list (to allow things like joining servers without EAC, debugging)
clperf console command
Clearing m_PreloadedShaders because it crashes Unity on the build server
Completely disabling water reflection (big perf issues)
Undoing changeset that turned everything into empty files - gj @plasticscm
Re-applying changes - hopefully for real this time.
Fixed NRE in ConstructionRenderer.UpdateMaterial
Fixed save load spam
Don't kick for different manifest, but print a warning in the console so everyone is aware that the versions are different
Fixing players not being able to walk through open doors
More server profiling
Changed how AI ticks to better ration timings
Fixed client not being able to interact with doors
Store the constructionCollision in the buildingblock prefab
Fixed server compile error in PVT commit
Fixed NRE in playerloot
Fixed build error spamming 10 times
Fixed being able to walk through doors
Fixed codelock sending whitelist to players
Fixed compile errors