108,561 Commits over 3,867 Days - 1.17cph!
Use spawn handler spawn points in levels that allow it
Added item module, wearable
Added red jacket
Added clothes textures
Wearables now get networked to other players
Can add stuff to wearables section of HUD
Should rebuild model on clothes swap
Added debug third person mode (F3)
Switching to different protobuf library (test)
Network messaging evolving to reduce gc, increase flexibility
Fixed normal mapping
Optimized fade value calculation
Added blend offset parameter
Added terrain tangent equation
Time of Day update to 2.0.7
TerrainUV frac call is no longer needed, so let's save those instructions
Fixed mesh blend shader terrain texture "boiling" if far away from the coordinate origin
Major texture mapping quality improvements
-last of the prone animations;
Moved all benchmarking to TerrainGenerator
Added BENCHMARK ifdefs to TerrainGenerator
Multiple tweaks and fixes for TerrainBlend
Added TerrainBlend setup to TerrainGenerator to reuse the splatmap and heightmap arrays
Added SpawnHandler setup to TerrainGenerator to reuse the splatmap array
Mesh blend shader tweaks and fixes
Fixed splat UV calculations
Added spawnpoints (temporary)
Made Sleeping player movement better
Added crafting logic
Added crafting UI
Added player respawning after death
Fixed player feet offset stupidness
Fixed network group not reconfiguring when spawning into sleeper
Fixed position smoothing being fucked in low fps
Undone fall logic
Mesh blend shader cleanup
updated viewmodel scene with rock anim
added rock viewmodel, clips, & anim controller
Oops, left in some debug, fixed
Copy EAC files over on build
Compile the clients to RustClient
Player state
Sleep animation rules
Player animation optimizations
- only animate when visible
- only set position when changing position
Fixed error in Trigger hurt, when objects get removed while triggering
Made everything use the new terrain math class
Parallelized the normal map generation of terrain blend
Fixed that the terrain blend initialization would run twice
Reordered the terrain data instance setup of the procedural terrain generation since it's slightly faster that way
Fixed loading saves in singleplayer
Class for all the thread safe terrain math I had to implement
Hopefully all of this will be part of the Unity terrain system one day
Added simple Saving/Loading
If a player object exists, player will spawn into it
Player doesn't get removed when player leaves server
Player gets destroyed when killed and no connection
Moved localplayer under clientside
ServerMgr now calls Init itself, instead of using Start (which can be delayed by a frame)
Added server.saveinterval
Added server.identity
Split Destroy into Client/Server functions for clarity
Added save list
Refactoring to decouple BaseEntity from Networking a bit more obviously
Log server exceptions properly
Health UI
More specific layers
More CollisionSettings.*
Fixed Axe viewmodel not showing up
Metabolism now syncs properly
Added vitals on hud (placeholder)
Added TriggerBase, TriggerHurt (testing)
Serverside player colliders
moved the bear .fbx files to rust reboot
-new bolt rifle / tweaked some animations for the hatchet / stone hatchet
Added new layers
Added GameTrace - which is like the normal physics ray trace, but also asks hit objects to test themselves (this allows us to have sub-collision schemes, like hitboxes)
Removed Attack class
HitInfo now stores Transform bones
Added Blood effect
Added player collision
Added Hit Sphere collision scheme (testing feasibility)
Added collision_setup prefab - this allows us to have a central place to set up collision masks in game instead of code
Added MathLibrary - which might be overkill because I'm only using one function, although if it means we don't have to write our own.. all the better.