128,627 Commits over 4,140 Days - 1.29cph!
Save on an IOEntity if it's been placed by a player (see PlayerPlaced)
Use to distinguish between monument entities and player entities
Added engine state info, and propagating that to modules. Added basic engine start/stop/loop audio (no pitch shift yet)
Some weird missing metas.
Driving physics settings edits
Hacked together a quick test. Takes a monument, gets all the meshes that will be seen within a specified range, batches them all together, then generates a low res texture array for them all producing a single draw call proxy. Also tried reducing the mesh with mixed results...
WIP support for third person held entities, currently set up on acoustic guitar
Added an instrument view point to the player model, still not super happy with this
Merge from Main -> Vehicles
Better solution: Modules now use changes in parenting to automatically add/remove on both client and server. Sync no longer necessary. Handles destruction also as destroyed entities automatically de-parent. Since child entities are automatically parented on start, it also handles vehicles that start with modules already attached.
Post-merge shader fix + re-added dilate filter
Hook up drum kit materials
Remove change perspective RPC calls, do everything from client side perspective mountable callbacks
increased Windmill heat protection
[D11] Add extra fields to Rustworks active players list request
Latest terrain build
Terrain config tweaks
Foliage, playing with filter cutoff on grass/forests
[D11] Replace old active players request with new Rustworks request
Scene backup
Prefab shadow optimization
add this folder back in until we can purge non-hdrp resources more completely.
Fixed shaders broken during merge
Restored dilate shader
Updated all ASE shaders with new template
Tiny ASE fix to support hdrp 7.0.1; hdrp template auto-updated
Merge from d11_hdrp branch
Repair: recently damaged, insufficient resources, not damaged.
Fixed a reverted searchlight.
Fixed those grazillion broken light fixture files.
Scene backup.
Prefab/mat tweaks.
[D11] Add Rustworks wipe server request
[D11] Add subset of playerFlags to telemetry snapshot
cliffs, secondary spawns setup
spawn populations polish
Scene to prefab fixes for compound
2019.3 - no IL2CPP option yet ( ! )
More caching for ragdoll stuff. Player ragdolls work with skeleton now.
Contains SERVER;CLIENT instead of equals
[D11][UI] Renew Server flow, Report owned server implementation