243,202 Commits over 3,898 Days - 2.60cph!
Room description text uses best fit to make better use of the space, allowing a max of 4 lines of text
Merge branch 'net-lidgren' of arcade
Started on room browser visuals
Merged ST2 (temp) shader changes into ST shader, removed ST2
Near final char05 ZBrush project.
Merge branch 'master' of arcade
Some docs for `SnapshotBuffer`.
torch is cheaper to produce
Experimenting with a new rock tinting technique (for smooth biome transitions)
balance of resource gathering, balance of building health
Merge branch 'master' of arcade
propagated the fix above to other low blocks
fixed wall.low wood not spawning a cornermesh properly with door block adjascent
added stone skin square floors dirt acumulation models and logic
vm bota bag source anim updates
vm bota bag - made drinking/ emptying/ collecting loopable anims
Refactoring the network player stuff.
Fixed a bug with cabinet frame buffering.
Scene stuff and material consistency
Now using `SnapshotBuffer` for cabinet streaming.
Added transmission boost (0..2) to ST shaders
Added temporary experimental ST shaders using Smoothness+Transmission instead of Specular+Transmission; "Rust/Nature/SpeedTree 2"
created test_court floor in zbrush, created low poly version
Updated riverside and roadside spawn filters
Implemented `SnapshotBuffer<TSnapshot>`, now used for player updates.
Material consistency tweaks, and tree updates
Deleted old vm bota bag deploy anim
Set up vm bota bag anim controller with new anims & behaviour
added tennis_ball_rock to unity scene and set up shader
Merge branch 'master' of arcade
Removed reference to a non-existent `Facepunch` project.
Merge branch 'master' of arcade
Ignore image effect warnings on dedicted server
Added additional first pass bota bag vm anims
Updated RustNative with some optimizations
Network protocol++
Fixed top tier block upgrade costs
Path / bridge tweaks and fixes