107,014 Commits over 3,836 Days - 1.16cph!
swamp_b terrain sculpting + automated splats
clothing fbx position and pivot fixes + towel mesh fix (the mesh basically had to be rotated to look correct but alas, no more)
kettle/milkchurn/moonshine bottle pivots fix
swamp_a fully automated splat painting test splat files
plant fbx resized 200% and pivots fixed
jackhammer anims & controller updates
c4 updates merge from New c4 branch
swamp_a initial terrain sculpt backup
Updated wooden walkways and cabins with new textures and meshes
Updated spawn.v2 prefab to enable trees spawning in the swamp
swamp_a, b, c baseline scene files
added team invite/disband/accept/reject/create team functionality
must be standing next to a player to invite them ( +use on them )
teams save/load properly
added UI for team actions
new nametags for non team members have occlusion by solid objects
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Avoid deleting components from Scene Camera to avoid circular dependencies; disable instead
Merging global fixes from bandit_town
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Fixed RendererLOD to ignore impostors for mesh batching (still hw instanced)
Fixed potential NRE in water culling volumes
Fixed imposter baking bounds failing in certain cases (e.g. reeds)
Research table looting exploit fix (attempt two)
Can place storage boxes under research table again
updated viewmodel with toms new c4 model
updated deployed, world and entity prefabs
tweaked entity holdtype positioning
tweaked hand position on anims to avoid wire clipping thumb
removed additional c4 model prefab
individual book prefabs. no lods, 100 triangles and under for each.
old book materials and textures + 4 pile variations.
New skin cache version (force-refresh normal maps)
water lilies for swamps and lakes (models/textures/prefabs)
[D11] Allow controller to respawn on death
more fixes for wooden sign placement
merge from procmap_puzzles_polish
[D11] Initial support for console controller - wip
Fixed small signs breaking when upgrading / rotating wall
Small signs can be placed on shelves
Some more temporary measures to get into a network game on ps4 - disable encryption on both client and server, avoid procedural levels which are taking too long and running out of memory. Also remove a bit of spam logging I left in raknet by accident.
Fixed guntrap, spinner, tunalight being destroyed after upgrading / rotating wall
SocketMod_AreaCheck tweaks for Alistair
Temporarily disabled timeouts in Raknet as the levels are taking a very long time to load. Use Application.temporaryCachePath instead of Application.persistentDataPath as the latter is crashing for some reason, will investigate later.
More console fixes: disable filesystem warmups for now as it's taking excessively long to load into levels, will come back to this later. Use Application.persistentDataPath to write procedural map data to, cannot just write to the root directory on console.
rebuild raknet DLL for x64 against the same source code that we got for console support. This mismatch was stopping the ps4 version connecting to the server.
Updated jackhammer anims, viewmodel prefab scaling
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FileSystem rewrite for Rust.World