199,313 Commits over 4,140 Days - 2.01cph!
Server now uses PlayerSpawn class to pick random spawns (no logic yet, just random) for players. Player cam rotation defaults to the direction the player is spawned in.
FOR FUCK SAKE cannon smoke(will need orientation)/cannon trail FX, mat, texture
!A wip cannobn prefab/controller/anim
Switched to Protobuf-net.
cant quite remeber what changed in these shaders, think it may have been ASE update
male bear looking a bit more scary (could be a totally new bear type)
need to manually add uniform float Node57Port0FLOAT;
swapped materials to use new shader
Spawn logic now find the nearest island with the lowest number of nearby players, so spawns start near the town and work outwards based on player count around islands.
Entities get saved in their data.Create methods
Socials and UnitCollections persistence support
Fixed bad Vector3 properties in SaveLoad type model
Fixed UnitSettings.Create from PersistedEntityData being shite
PersistedUnitData stores group id
Ocean tick is now synch'd on client connection
Groups are now saved properly, loaded first and then propogated through the rest of the entity loading cycle, though something is still fucked
PersistedEntityData.Id in constructor
Player uses normal entity create path for tribe creation
Stripped out unused
Added Durango support
Finished harbor crane, added LODs and colliders
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FOR FUCK SAKE ocean foam tweak
FOR FUCK SAKE anim with useless key to remove error
Fixed issues with some pool.mode set to 2
Industrial markings spec and normal
Door side bug fix. UI hooked up a bit better.
Shelves can no longer be placed on deployables (RUST-1258)
Cannons now play recoil anim