7,315 Commits over 2,345 Days - 0.13cph!
Don't fuck with timings (for now)
Fixed errors not being reported
Error reporter per platform
Testing whether 64bit versions will allow Development mode now
Added option to make Win32 client debug build
Disabled water reflections (huge fps boost - possible Unity5 bug?)
Fixed player being a black shiny blob
Include 64bit steam dlls with debug server build
Lessen network grid size (perf test)
Disabled PVT until it works again
Disabled WaterFogVolume until it stops overlaying everything
Increased client connection timeout
Deleted skinshader, furshader (not working in u5)
Tweaking so out of memory errors get bucketed the same
Fixed NRE in PlayerInput.ClientTick
Re-enabled water reflection (perf test)
Wolf now uses mesh collision
Fixed crash in mesh collider (unity5 - non convex mesh colliders must have kinematic rigidbody)
Fixed NRE on server with clothes swapping
Changed linux server not to ship steamclient.so
fixed vm_rock missing event errors
More profiling when sending snapshots
Fixed construction guide shader
Fixed player sticking head through ceiling
Fixed not unducking
Fixed player collider sometimes being sidewards
Fixed door falling off (!)
Removed rigidbodies from a bunch of static-y stuff
Disabled network sleeping (perf test)
Removed more rigidbodies
Ores now properly dispense metal/sulfur ore
These trees had two colliders
Removed rigidbodies from more prefabs
Clothes material fixes
Made camera clear only depth (fixes leaf outline bug in u5)
Made time curve harsher - night doesn't last as long
Tweaking to avoid crazy shadow flickering
Material tweaks
PlayerModel scene render settings
Removed redundant rigidbody warning
Disabled voice chat playback (crashing in u5 in SetData)
Changed ores to use standard shader
This should fix having to hit doors to get lock status to change
Fixed errors with input state being null on disconnect
SkinnedMeshCollider triangle array errors
Fixed HTML manager spawning twice
Changed HTML to 'OnDemand' mode
Removed player rigidbodies serverside
Fixed Radiation sphere trigger math
Added vis.triggers convar
Skinned colliders can no longer be convex
Fixed potential headshots creating an error
Fixed a bunch of compile warnings
Re-organised prefab folder
Everything that autospawns should now be in the autospawn folder
protocol++
Disabled fog in horizon clouds
Mesh colliders for animals
Fixed animal pink skins
Swapped UI rendering back to how it was, this new way kills frame rate
Fixed player model not playing walk animations (NaN mechanim shit)
Tweaked camera, sky
Added ProceduralSmall map
Animals now spawn everywhere (instead of just forests)
Undone everything goosey did yesterday (fixes broken player animation, sorry dude)
Labelled player animations with "PlayerAnimations"
Made sure all player animations were using the RustPlayer avatar
Made ikWeight use animation curves instead of calling SetIKWeight
Player spec map (fudged, workable)
Disbale error logging in editor (crash, freezing etc)
Skinned meshes update their bounds on demand instead of every x seconds
Fixed warning in PlayerInventoryAnimation because of missing ikWeight param
Disabled Am auto register objects
Client network connection will skip out if too much time has been spent processing packets
Fixed water not having reflection/refraction
Removed SetIKWeight references
Profiling Stuff
Fixed FakePhysics running clientside (perf)
Fixed WaterUpdate NRE's (probably)
Upgraded project to unity5b2
Material tweaks
Switched off directional fog
Workaround for foilage outline on menu screen
Fixed metal_plate_torso not having any meshes
Added profiler samplers for AI behaviours
Reduced the amount of animals until we fix the perf
Added ai.tick
Added ai.move
More profilers