32,442 Commits over 4,048 Days - 0.33cph!
more 3rd person animations for the 2handed spear
Properly disabled TerrainModifier in TestLevel (temporary)
Post-refactor cleanup
Fixed terrain normal map being completely flat
Enhanced terrain modifier system (added soft fadeout distance)
Added separate terrain color modifier
Reverted to previous lidgren version
Fixed startup error in buildingtest
Fixed guns making now shoot effects
Fixed entity disable broken logic
Converted weapon worldmodels to the new ShadowOnly stuff
Limting error reporting to 5 per minute
Fixed NRE when getting pingTime
Fixed deploy guide NRE
Fixed "Ignore collision failed" warnings
Fixed NRE and warnings in new console system
The mother of all refactors
Fixed way pages in lowest pvt mips are deallocated; can now use full pvt range, for shaper far terrain, without blending into base sooner than necessary
3rd person run animations for the 2handed spear.
Renamed TerrainMeta folder to TerrainExtension
Made dynamic terrain adjustments get applied in a certain radius instead of a square area
Protocol++ (network + save)
Updated test scene ProfileProceduralMap
Added cutoff value to grass system
Added exclusion filter for objects using ShadowCastingMode.ShadowsOnly, in amplify motion blur
Reapplied per-pixel fog patch to water shader
Removed shadow-only material and shader
Added shadowOnly toggle to SkinnedMultiMesh
Updated scripts to use Renderer.shadowCastingMode instead of Renderer.castShadows
Removed Standard Assets/Particles
Fixed fog shader on windows
Tweaked entity network rates
Fixed logic error in DamageTypes
Removed Third Party/FogVolume
Fixed pvt loading wrong tiles at preload
Updated to latest RustNative
Updated to latest UnityVS
Set the ingame date and time to the real-life value on startup
Time of Day update to 2.3.4
Water update to latest version
Updated builder to use b18
Fixed error in TerrainPath
Added SpanningTree (calculates minimum spanning tree)
Made TerrainPath calculate and use the minimum spanning tree of the path network
Changed TerrainPath to run pathfinding in the apply step instead of the add step
Changed TerrainGenerator to place infrastructure after heightmap post processing
Small pvt cache tweak to avoid hogging all the vram on largest maps
Subtracted the animals merge.
Merged hunting changes from animals branch.
Fixed minor bug in PathFinder
Added PathFinder namespace (contains standalone pathfinding classes)
Added TerrainPath terrain extension (handles terrain-only pathfinding, used for infrastructure)
Added TerrainPathConnect terrain modifier (connects object to infrastructure)
3rd person animations for the 2handed spear hold.
Fix for incorrect terrain overlays affecting mostly the path splat
Moar parallax in pvt mode
Updated with native modules from build server
Fixed some warnings in server path
Fixed bug in amplify motion not using native code; should be faster now
Fixed pvt parallax mapping; wasn't working before
Tweaked pvt init order to avoid undefined/black data when swapping from/to non-pvt
Changed way pvt blends into base pyramid; now a bit sharper at mid-distance
Increased pvt prepass resolution for sharper pages; doubled pvt cache size in fantastic and beautiful quality modes
Updated native libs with latest changes
Made the work queue class generic
Fixed stability system huge freezes
Warn if loading an entity takes too long
Attempt to fix "NetException: This message has already been sent!"
Fixed assertion weirdness on server startup
Fixed Lerp not lerping when far away
finished the view model anims for the 2handed spear.
sounds and prefabs commited as well
Better behaviour for disabled entities
When loading a HeldEntity, reset the owner
Bunch of clientside profiling