127,288 Commits over 4,109 Days - 1.29cph!
Fixed some warnings in server path
Updated with native modules from build server
Animals now lose momentum while stationary.
Fix for incorrect terrain overlays affecting mostly the path splat
Moar parallax in pvt mode
3rd person animations for the 2handed spear hold.
Improved animal search pattern and made it reset a little more easily.
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)
Animals now weave back and forth as they flee.
Fixed a problem where animals wouldn't regain galloping stamina until winded.
Animals now provide more meat of the (more) appropriate type.
Fixed minor bug in PathFinder
Animals now respond to attacks.
Fixed conditional compilation problem.
Animal gallop stamina is now measured in time rather than distance.
Merged hunting changes from animals branch.
Subtracted the animals merge.
Removed overriden bool conversion from TerrainMath.
Small pvt cache tweak to avoid hogging all the vram on largest maps
removed debug calls
removed thompson conefire
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
Fixed error in TerrainPath
Updated builder to use b18
Time of Day update to 2.3.4
Water update to latest version
Set the ingame date and time to the real-life value on startup
Fixed pvt loading wrong tiles at preload
Updated to latest RustNative
Updated to latest UnityVS
Removed Third Party/FogVolume
Fixed fog shader on windows
Tweaked entity network rates
Fixed logic error in DamageTypes
Renamed "Physics Prop" layer to "Physics Projectile" since that seems to be what it actually is (for now)
Added "Vehicle Large" layer and set up collision matrix / layer masks
Removed Standard Assets/Particles
Updated scripts to use Renderer.shadowCastingMode instead of Renderer.castShadows
Removed shadow-only material and shader
Added shadowOnly toggle to SkinnedMultiMesh
Reapplied per-pixel fog patch to water shader
Added exclusion filter for objects using ShadowCastingMode.ShadowsOnly, in amplify motion blur
Added cutoff value to grass system
Updated test scene ProfileProceduralMap
Made dynamic terrain adjustments get applied in a certain radius instead of a square area
Protocol++ (network + save)
Renamed TerrainMeta folder to TerrainExtension
3rd person run animations for the 2handed spear.
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
The mother of all refactors
Animal actions are once again broken down into a behavior tree.
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