128,934 Commits over 4,232 Days - 1.27cph!
    
    
    
        
            
            
            
                
                Name skinned mesh parts after their prefab
Don't set network position if it didn't change (perf)
If network debug - draw incoming network messages
Added DDraw.Text
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added leave server debug print
 
                
                
                
                
                
             
         
        
            
            
            
                
                Build 32bit server - so we can profile 
Fixed router swallowing messages
DDraw screen text 
Added tolerance factor to leaving vis groups - to avoid finding switch seams
Debug screen text - show received global network messages
Tied switching network group with switching player subscription groups
Fixed movement lerping from 0,0,0 on spawn
Moved testlevel to 5,000 units away to test for precision issues/solutions
 
                
                
                
                
                
             
         
        
            
            
            
                
                Updated libs for 32bit server
prefab file didn't commit
 
                
                
                
                
                
             
         
        
            
            
            
                
                Console system is networked
Refactored some stuff
 
                
                
                
                
                
             
         
        
            
            
            
                
                Enable amplify on built skinned meshes
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed shadow caster getting amplify motion effect
Tweaked amplify motion effect
Tweaked fog settings
Updated AmplifyMotion to latest
 
                
                
                
                
                
             
         
        
            
            
            
                
                Left amplify motion in debug mode :S
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added stone axe, bolt rifle
 
                
                
                
                
                
             
         
        
            
            
            
                
                Split procedural terrain generation into multiple files
Made splatmap generation thread safe and parallelized it
Enhanced calculation of the detail object distribution
Added possibility to add detail types for any splat value
Added forest placement based on perlin noise to spawn handler
Made terrain generation seed static
Restructured and optimized some code
 
                
                
                
                
                
             
         
        
            
            
            
                
                hatchet now uses an attack -> HIT -> play anotehr animation model
hatchet now `strikes` based on an animation event
Added animation events class
Added DiDHit to HitInfo
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Can now pick up world items
World item menus show properly
World item now run clientside stuff
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed DDraw errors when shutting down
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed trees spawning in lakes
Beautified distribution update code
 
                
                
                
                
                
             
         
        
            
            
            
                
                Made procedural terrain generation somewhat async and moved it into a coroutine
Made procedural terrain generation benchmark logs more detailed and moved all log code into the main / management file
 
                
                
                
                
                
             
         
        
            
            
            
                
                deleted old fbx & .meta because of issues overwritting
 
                
                
                
                
                
             
         
        
            
            
            
                
                re-uplaoed fbx & .meta file
 
                
                
                
                
                
             
         
        
        
        
            
            
            
                
                Handle broken packets better
Handle untimely disconnections better
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed loading a new mesh for every item (added debug output to verify this)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Found out the difference between mesh and sharedMesh
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                All tree prefabs with colliders
 
                
                
                
                
                
             
         
        
            
            
            
                
                Yo, there's a meta file missing for the hammer materials folder it appears
 
                
                
                
                
                
             
         
        
            
            
            
                
                All rock prefabs with colliders
 
                
                
                
                
                
             
         
        
            
            
            
                
                Scaled the rocks up to use them as big rocks for the time being
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added all trees, bushes and rocks to the procedural test map
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Beautified terrain UVMIX shader code
Put the common code between the add and blend passes in a cginc file
 
                
                
                
                
                
             
         
        
            
            
            
                
                -turn in place (left/right);     jump in place (start /midair/land);    prone animations;    swimming/treadwater animations
 
                
                
                
                
                
             
         
        
            
            
            
                
                Realm push-popper. So we can tell which realm we're in without relying on #client and #server
 
                
                
                
                
                
             
         
        
            
            
            
                
                Network messages for trace attack and effects
Server, handle messages being sent when server shutting down
Server muted connection - for prediction culling
Networked effects
Item Container/Items can now get their player owner
Melee attack now sent to server (does nothing yet)
Split HitTest from HitInfo
Made FindClientsideEntity shared, renamed to Find
Added Attack class
Added Effects class
Added ServerEffects class
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added TakeDamage item module
Made campfire/wooden box destroyable
 
                
                
                
                
                
             
         
        
            
            
            
                
                Smashed up shit now drops contents
 
                
                
                
                
                
             
         
        
            
            
            
                
                resource harvesting basics
map-included entity spawning should work
 
                
                
                
                
                
             
         
        
            
            
            
                
                Initial commit of the whole terrain mesh blending thing, just in case my PC catches on fire
Nothing you see here is finished, the basics work though
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                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.
 
                
                
                
                
                
             
         
        
        
        
        
            
            
            
                
                -new bolt rifle / tweaked some animations for the hatchet / stone hatchet
 
                
                
                
                
                
             
         
        
            
            
            
                
                moved the bear .fbx files to rust reboot
 
                
                
                
                
                
             
         
        
            
            
            
                
                Metabolism now syncs properly
Added vitals on hud (placeholder)
Added TriggerBase, TriggerHurt (testing)
Serverside player colliders
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Health UI
More specific layers
More CollisionSettings.*
Fixed Axe viewmodel not showing up
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Log server exceptions properly