107,902 Commits over 3,836 Days - 1.17cph!
Workshop download/preview in editor
Subdivided road and river meshes into smaller submeshes (easier on the physics system)
Removed foundation from windmill models, updated the skin prefab as well.
This folder should not exist (I think)
Fixed materials of the small bridge
RandomStaticObject and RandomStaticPrefab run on the server as well
Adding art for the pumpkin plants, models, textures, lods, gibs
Missing meta files for the compound walls
batching.verbose can be enabled by everyone
Fixed MeshBatch refreshing too often
batching.verbose defaults to false
Made warehouse monument a bit more interesting
Unfucked sphere tank prefab
Unfucked satellite dish prefab
Disabled BaseNetworkable.OnValidate on prefabs that are nested via Scene2Prefab
Added a bunch of exploit testing rocks to CraggyIsland
Moving a bunch of thirdparty stuff into Standard Assets to speed up editor recompiles
Deleted unused stuff
Added sphere and capsule deploy volume types
Added deploy volumes to water catchers
Added support for multiple deploy volumes on a single object
Deploy volume layers are now specified per-component
Subtracted changeset 9596
Clamped third person player spine bending by lowering the body weight
placement radius stuff for new sphere tank
merged sphere tank monument in
fixed the 'bug' where the players' spine would bend unnaturally when he looked straight up.
properly(?) added public benches to sat dish prefab
Fix for bad river transition into ocean; doing a smooth fadeout; should hold until I get back
Raised bloom intensity to 0.075 (1/2 the original) good tradeoff for now; thinking of area light spec to solve energy probs
spears range increased
spears attack radius (margin of error) decreased significantly
spears attack repeat delay increased
improved the spear attack animations
player now holds building plans when he's in construction mode (instead of holding a 2x4 like it's a gun)
Monument spawn priority is higher than radtown spawn priority
serverside melee distance check maxrange reduced
oil & hqmetal are less common
oil is much more common in the desert
hq metal is more common in the arctic/tundra with a very small chance of spawning in temperate
Brought back proper wetness reflection on the terrain
Added tweakable range to natural bloom
Updated camera prefab: moved natural bloom to after eye adaptation, reduced bloom by 1/3 otherwise we cant have proper PBR, as any mirror-like surf will fire up the bloom too much; either this or we go non-PBR
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Added World.Procedural boolean (cc Helk)
Added static immortal research table for the satellite dish
Added working fade and transparent support to Rust/Standadrd shaders; all except terrain-based
Updated skin shader gui; temporary, entire shader will get a revamp next month
Fixed some script warnings
being downed twice in 60 seconds results in death instead of another wounding phase
Icesheets are visible from further away and spawn more spread out
Moved some weeds from static to dynamic decor