5,292 Commits over 2,345 Days - 0.09cph!
Fixed being able to walk through doors
Fixed codelock sending whitelist to players
Fixed compile errors
Fixed build error spamming 10 times
Fixed server compile error in PVT commit
Fixed NRE in playerloot
Store the constructionCollision in the buildingblock prefab
Fixed client not being able to interact with doors
More server profiling
Changed how AI ticks to better ration timings
Fixing players not being able to walk through open doors
Don't kick for different manifest, but print a warning in the console so everyone is aware that the versions are different
Fixed NRE in ConstructionRenderer.UpdateMaterial
Fixed save load spam
Re-applying changes - hopefully for real this time.
Undoing changeset that turned everything into empty files - gj @plasticscm
Completely disabling water reflection (big perf issues)
Clearing m_PreloadedShaders because it crashes Unity on the build 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
Progress when loading a save on server
Don't make all server builds development builds (!)
Copy win32 dlls over on build
Tweaked graphics settings, shader preload
Misc performance/profiling tweaks
Queue and spread conditional model updates
Alright fuck you unity. Not including any 32 bit libraries, going to copy them over manually instead.
Lets disable 32bit libraries completely in the editor
Getting rid of 32bit so files we don't use
Fiddling with dll meta files again
Updated RustNative information (we probably need to review this info for all dll/so/dylib)
Server performance enhancements
Added gamemanifest check in SelfCheck
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
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 trying to build osx twice
Now on u5b14
Fixed build server
Adding speedtree to `always include shaders`
Fixed invisible trees
Tweaked dedicated server timings
Subtracting satalite dish commit (to retain compatibility with current version - will readd it later)
Adding missing pillar icon
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
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
Added window bars
Replaced placeholder textures on blocks with some different placeholder textures
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
Stability points on all non grounded blocks
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)
Client - disconnect if exception in networking
Protocol++
Strip LightLOD from server builds
RustBuilder.exe - for the build server. Builds in paralell, catches Unity crashes and automatically retries.
Tweaked wall sockets so you can place walls next to a block/stairs
Strip TreeMesh from server builds
Merging structural integrity experiment into main