6,606 Commits over 2,192 Days - 0.13cph!
Unstable blocks fall
Show block stability tooltip
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
Replaced Resources.Load prefab loading with PrefabLibrary class
Converted Rock to new HeldEntity system
Builder - try to build the bundle
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
Trunk merge - new building system
Subtracting satalite dish commit (to retain compatibility with current version - will readd it later)
Fixed invisible trees
Tweaked dedicated server timings
New bundling system tests, cleanup
Shaders should use a single bundle
Don't forget to build the prefabs too(!)
Recompiled RustBuilder.exe
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.