34,499 Commits over 4,232 Days - 0.34cph!
    
    
    
        
            
            
            
                
                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
 
                
                
                
                
                
             
         
        
            
            
            
                
                Refactoring to decouple BaseEntity from Networking a bit more obviously
 
                
                
                
                
                
             
         
        
            
            
            
                
                Split Destroy into Client/Server functions for clarity
Added save list
 
                
                
                
                
                
             
         
        
        
        
            
            
            
                
                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
 
                
                
                
                
                
             
         
        
            
            
            
                
                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
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed loading saves in singleplayer
 
                
                
                
                
                
             
         
        
            
            
            
                
                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 error in Trigger hurt, when objects get removed while triggering
 
                
                
                
                
                
             
         
        
            
            
            
                
                Player animation optimizations
 - only animate when visible
 - only set position when changing position
 
                
                
                
                
                
             
         
        
            
            
            
                
                Player state
Sleep animation rules
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Compile the clients to RustClient
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Copy EAC files over on build
 
                
                
                
                
                
             
         
        
            
            
            
                
                Oops, left in some debug, fixed
 
                
                
                
                
                
             
         
        
        
        
        
            
            
            
                
                added rock viewmodel, clips, & anim controller
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                updated viewmodel scene with rock anim
 
                
                
                
                
                
             
         
        
            
            
            
                
                Mesh blend shader cleanup
 
                
                
                
                
                
             
         
        
            
            
            
                
                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
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed splat UV calculations
 
                
                
                
                
                
             
         
        
            
            
            
                
                Mesh blend shader tweaks and fixes
 
                
                
                
                
                
             
         
        
            
            
            
                
                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
 
                
                
                
                
                
             
         
        
            
            
            
                
                -last of the prone animations;
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed mesh blend shader terrain texture "boiling" if far away from the coordinate origin
Major texture mapping quality improvements
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                TerrainUV frac call is no longer needed, so let's save those instructions
 
                
                
                
                
                
             
         
        
            
            
            
                
                Time of Day update to 2.0.7
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Added terrain tangent equation
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed normal mapping
Optimized fade value calculation
Added blend offset parameter
 
                
                
                
                
                
             
         
        
            
            
            
                
                Switching to different protobuf library (test)
Network messaging evolving to reduce gc, increase flexibility
 
                
                
                
                
                
             
         
        
            
            
            
                
                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)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Use spawn handler spawn points in levels that allow it
 
                
                
                
                
                
             
         
        
            
            
            
                
                Don't re-load the HUD when running the HUD level through GameSetup
Added player preview to the inventory menu
Added CameraEx (modifys the ambient light rendering for camera)
Added SingletonComponent MonoBehaviour base
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Improved singleton base class
 
                
                
                
                
                
             
         
        
            
            
            
                
                Made the spawn handler use the new singleton base class
 
                
                
                
                
                
             
         
        
            
            
            
                
                Made the spawn handler load all its prefabs from the resources folder
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added support for LOD models
Made the water more fucked
Made the blood effect more obvious