108,466 Commits over 3,867 Days - 1.17cph!
Added Deque class
Added MinQueue and MaxQueue class
Made forest edges get calculated using a dilation algorithm for fine control and better accuracy
Updated basic building parts fbx
Added Mathx class
Updated game manifest
Made terrain heightmap generation more configurable
Adjusted heightmap generation
Tweaked terrain layout and splat mapping
Optimized colormap calculation
Adjusted some decor spawn filter parameters
Lantern view model all done. commiting the sound effects / prefabs.
Building components tests
Merged forest 1/2 and forest 3/4/5 (do the full set of 7 once the first 4 are complete)
Changed skinned collider to reference parts using an int hash based on full prefab path + name (eradicates name collisions)
Improved burlap clothing set icons.
QA tweaks on a few more clothing pieces.
Tweaked coffee can helmet spec.
Sweeping changes to the rock spawns, to stop them from looking like giant litterbox turds.
Added slight sharpening to the post process.
Updated the snow jacket and added variants of it. And some hazmat db stuff.
Fixed menu water, and water.mat foam.
more animations for the view model oil lantern
fixed some bugs with the gesture layer;
added a gesture_layer in the mecanim; Setup alex's gestures.
Updated game manifest
Made TerrainTopology.Enum values continuous powers of two
Added inspector variable attribute for enum masks
Changed most enums in SpawnFilter to masks (for multiselect support)
Removed tons of unused parameters from SpawnFilter (most were merged into TopologyType)
Optimized SpawnFilter factor calculation
Added dedicated forest edge regions (so we can add different trees and dense border foliage)
Added TerrainLayout (read & write terrain layout info)
Added a terrain layout pre-pass to the terrain generation (bakes biomes and topology)
Optimized terrain generation (mostly due to the layout prepass)
Added placeholder trees to the arid biome
Made forest size and frequency tweakable for every forest type
Increasing client.lerptime default
Fixed being able to build on floor frame
Fixed stairs collision
Fixed not always being able to place doors on upper floors
Increased water temperature
Reduced lung capacity
Reduced stomach capacity
Increased self drying ability
Made water surface visible from underneath again
Dropped items now have real physics, shouldn't fall through walls etc
Fixed held item being removed when trying to drop
Players drop their held item properly when killed
Fixed broken leg on player preview
Player preview doesn't need to use chroma-keying anymore
Show os, branch and build time in branding
Don't update global html vars every frame (perf)
Maybe fixed wakeup bug
Fixed NRE in SpawnFilter when AI has no terrain (test maps)
Ordered arrays in GameManifest to diff better
Prefabs -> Update now rebuilds clothing collisions
Fixed some clothing bones not being registered properly, leading to warnings/errors in console
some animations for the oil lantern view model.
Tweaked hazmat boots spec.
Tweaked the crazy strong env reflections, and reworked the hazmat suit.
Error checking to radiation effect
Fixed PlayerEffects not playing (damage etc)
Add event hash to error report to avoid grouping similar errors
Avoid issues by lowercasing created entity names
Forced prefab name generation to lower-case
Removed networked datatables + stringpool
Added GameManifest asset - which holds common strings
Changed HoldType to use an enum instead of strings
No longer need to LoadAll resources on startup (faster startup, less memory)
Protocol++
Toned all the specular down on new terrain material until it gets properly tweaked
Fixed terrain size being really tiny in the default procedural map
Switched atlas material to new standard/universal terrain shader; added matching BaseMap shader
Adjusted terrain atlas textures import settings
Force disabled PVT via script and changed default terrain material to Procedural-ATLAS; updated TerrainGenerator prefab
Updated layer masking to handle 4-channel specular
Changed some shaders to half precision across the board for some low-end love
Added atlas path to "Rust/Standard Procedural Terrain" in order to match the shader used in the menu scene
Deleted some seemengly unused shaders that weren't compiling
added player gesture anims ( surrender / hurry up)