111,291 Commits over 3,928 Days - 1.18cph!
loot crate optimization and fix.
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
Removing broken things
Restoring compatibility with the current server version
Queue and spread conditional model updates
Subtracting from the subtractive satellite dish commit
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
Spiral now has equidistant nodes.
added particle system for various leaves blowing.
added smoke puff to several of the footsteps.
Updated RustNative information (we probably need to review this info for all dll/so/dylib)
sandstorm textures / sounds / script / prefab
Organized the monument assets in a somewhat future-proof fashion
Added DisableMaterialImport asset processor
Fixed my scale issue, it was my error from this morning. Pivot error was throwing the scale out ingame =/.
Lighthouse fixing, scale and uv issues still to fix.
Physics layer adjustments for less client and server lag
Server performance enhancements
Added gamemanifest check in SelfCheck
Removed colliders from animal skins (animal root object should handle collision)
Small lighthouse fbx fix.
Lighthouse monument check in, lots of files...this might break something/everything =/ so sorry early on.
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
code adjustment - load/save server only
Fixed campfire looking like metal
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 some mesh import settings that would create unnamed materials on library recreation
Time of Day update to 2.3.2
Fixed trying to build osx twice
Now on u5b14
Fixed build server
Created spiral test scene.
Adding speedtree to `always include shaders`
Recompiled RustBuilder.exe
Don't forget to build the prefabs too(!)
Shaders should use a single bundle
New bundling system tests, cleanup
Fixed invisible trees
Tweaked dedicated server timings
Subtracting satalite dish commit (to retain compatibility with current version - will readd it later)