108,295 Commits over 3,867 Days - 1.17cph!
Reapplied per-pixel fog patch to water shader
Removed shadow-only material and shader
Added shadowOnly toggle to SkinnedMultiMesh
Updated scripts to use Renderer.shadowCastingMode instead of Renderer.castShadows
Removed Standard Assets/Particles
Fixed fog shader on windows
Tweaked entity network rates
Fixed logic error in DamageTypes
Removed Third Party/FogVolume
Fixed pvt loading wrong tiles at preload
Updated to latest RustNative
Updated to latest UnityVS
Set the ingame date and time to the real-life value on startup
Time of Day update to 2.3.4
Water update to latest version
Updated builder to use b18
Fixed error in TerrainPath
Added SpanningTree (calculates minimum spanning tree)
Made TerrainPath calculate and use the minimum spanning tree of the path network
Changed TerrainPath to run pathfinding in the apply step instead of the add step
Changed TerrainGenerator to place infrastructure after heightmap post processing
removed debug calls
removed thompson conefire
Small pvt cache tweak to avoid hogging all the vram on largest maps
Removed overriden bool conversion from TerrainMath.
Subtracted the animals merge.
Merged hunting changes from animals branch.
Animal gallop stamina is now measured in time rather than distance.
Fixed conditional compilation problem.
Animals now respond to attacks.
Fixed minor bug in PathFinder
Animals now provide more meat of the (more) appropriate type.
Fixed a problem where animals wouldn't regain galloping stamina until winded.
Animals now weave back and forth as they flee.
Added PathFinder namespace (contains standalone pathfinding classes)
Added TerrainPath terrain extension (handles terrain-only pathfinding, used for infrastructure)
Added TerrainPathConnect terrain modifier (connects object to infrastructure)
Improved animal search pattern and made it reset a little more easily.
3rd person animations for the 2handed spear hold.
Fix for incorrect terrain overlays affecting mostly the path splat
Moar parallax in pvt mode
Animals now lose momentum while stationary.
Updated with native modules from build server
Fixed some warnings in server path
Fixed bug in amplify motion not using native code; should be faster now
Fixed pvt parallax mapping; wasn't working before
Tweaked pvt init order to avoid undefined/black data when swapping from/to non-pvt
Changed way pvt blends into base pyramid; now a bit sharper at mid-distance
Increased pvt prepass resolution for sharper pages; doubled pvt cache size in fantastic and beautiful quality modes
Updated native libs with latest changes
Made the work queue class generic
Fixed stability system huge freezes
Warn if loading an entity takes too long
Attempt to fix "NetException: This message has already been sent!"
Fixed assertion weirdness on server startup
Fixed Lerp not lerping when far away
recoil basics (not working)
finished the view model anims for the 2handed spear.
sounds and prefabs commited as well
Animals now accelerate.
Fixed and balanced endurance hunting.
Reduced amount of predator animals spawned.
Animals now tend to flee further.
Animals will now think more frequently if they are moving quickly.
Better behaviour for disabled entities
When loading a HeldEntity, reset the owner
Bunch of clientside profiling