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10,834 Commits over 3,867 Days - 0.12cph!

10 Years Ago
Fixed rock_08 loving to be placed beneath the terrain
10 Years Ago
Coderart-tweaked dirt texture to play nice with color mapping
10 Years Ago
Made the default server seed get generated from a unique device identifier
10 Years Ago
Allowed water streams to form in the arctic biome again Tweaked water level in the arid biome Smoothened island outline shape falloff Added separate conditional cliff texturing to beaches to allow for nice cliffs towards the ocean in the future
10 Years Ago
Fixed terrain slope calculation being slightly off on diagonal polygons
10 Years Ago
Fixed a crystal material being pink
10 Years Ago
Made the generated savegame name more failsafe Disabled server autosave in-editor for less stuttering while testing
10 Years Ago
Removed chicken/temp.mb (?)
10 Years Ago
Changed default world size to 4000 Changed default world seed to 0 (i.e. generate a random seed) Gave beaches a bit more slope to counter water z-fighting and reduce the average beach width Tweaked decor rocks Protocol++ (network + save)
10 Years Ago
Updated image effects to b13 Made sharpening toggle with AA
10 Years Ago
Moved water image effects to their own child object (like radiation)
10 Years Ago
Disabled splat based height offsetting underwater
10 Years Ago
Made bushes cluster more on open fields Increased bush count along forest edges
10 Years Ago
Create the terrain after spawning all landmark and decor (so that dynamic changes applied by decor are already known) Made terrain height offsetting based on splats more extreme
10 Years Ago
Fixed that the procedural map would load BuildingTest.sav, removing all spawned entities in the process
10 Years Ago
Cleaned up some of our filthy art folders Fixed various missing / broken materials Deleted UniversalMarmoset as it's broken (plus, I think the b13 shaders are supposed to look more like marmoset anyhow?) Deleted empty folders, outdated prefabs, etc.
10 Years Ago
Made LightLOD client-only
10 Years Ago
Added server.worldsize (allowed to be between 2000 and 8000 for now, defaults to 8000) Removed ProceduralSmall level (use server.worldsize)
10 Years Ago
Added levelSize to Messaages.Approval
10 Years Ago
Increased shadow bias as far as possible without disconnecting it from walls at sunrise and sunset
10 Years Ago
Added LightLOD component to lanterns, campfires and furnaces Fixed lantern and cupboard being pink on b13
10 Years Ago
Changed terrain edge falloff distance to absolute world units to get rid of super steep terrain edges with smaller terrain sizes Added the cliff texture to underwater splat mapping Enabled terrain map post-processing Tweaked some decor densities that have been somewhat off due to the weekend changes Disabled terrain generation threading in-editor again (still seems to be unstable from time to time) Protocol++ (network + save)
10 Years Ago
Made Parallel.For work properly with non-power-of-two index ranges Re-enabled threading in-editor (update to b13 if you want to run the terrain generator)
10 Years Ago
Made tree mesh placeholders spawn whenever the loading screen is invisible Made tree prototypes rebuild whenever they are out of sync Made tree mesh placeholder child objects get moved to the correct layer
10 Years Ago
Fixed pink viewmodel arms on b13
10 Years Ago
Fixed server compile error
10 Years Ago
Fixed that all rocks looked like metal in b13
10 Years Ago
Made my iceberg fix slightly less ghetto
10 Years Ago
Fixed icesheets being pink Ghetto fixed icebergs being super shiny
10 Years Ago
Manually added temporary colliders to the snow trees as they are missing in the speedtree files
10 Years Ago
Made unused components on placeholder tree objects get deleted
10 Years Ago
Merge from tree-batching
10 Years Ago
Refactored decor system for better cross-frame load distribution and faster refreshing
10 Years Ago
Merge from main
10 Years Ago
Added dev.culling <layername> <distance>
10 Years Ago
Made UNITY_STANDALONE_X double-check for !UNITY_EDITOR (bug or feature?)
10 Years Ago
Removed wood piles from the spawn list (chop them trees, people)
10 Years Ago
Fixed incorrect path in bootstrapping on OSX Added Rust.Application.installPath that returns the full path to the install directory (still feels hacky, but at least we have a central point to fix stuff in the future)
10 Years Ago
Merge from main
10 Years Ago
Updated ProjectVersion and ProjectSettings to b12
10 Years Ago
Deleted some stm files, which apparently are just backup stuff that shouldn't be on here Deleted the duplicate tree prefabs since they're already outdated (and even more outdated on the tree-batching branch)
10 Years Ago
Added two more more sln files to ignore.conf (please delete those from your branch again zon)
10 Years Ago
Do full tree batch refresh when the client finished loading
10 Years Ago
Removed random scaling from Spawnable (now handled by TreeMesh)
10 Years Ago
Added Tools->Update->Tree Prefabs and converted all tree prefabs to the new batching system
10 Years Ago
Added initial tree batching system
10 Years Ago
Allow prefab preprocessors to run inside the editor
10 Years Ago
Made Tools->Update->Prefabs never fail
10 Years Ago
Updated prefabs + game manifest
10 Years Ago
Properly setup the rustle triggers on all bush prefabs Changed flower clutter shader to the double-sided foliage one