108,167 Commits over 3,867 Days - 1.17cph!
Fixed slippy terrain (give terrain a generic physic material)
Added models, textures, mats, and prefabs for leather sleeping bag placement, deployed, and occupied versions
Radiation now works properly
Fixed bolt rifle etc not working on local builds
Started re-working the vitals UI to be more significant
Time of Day update to 2.2.1 prerelease 4
Made gravity handling completely custom for player movement (allows for stair handling and properly removing drifting)
Added sliding and swimming property to player movement for better checks for those states
d3d9 compiler didn't like this all being in one line
Removed ClearFirstFrame (didn't seem to work anymore + bug is fixed by rendering space as a solid black texture at day)
Time of Day update to 2.2.1 prerelease 3
vm_spear ( wood / stone ) prefabs
tweaked some of the spear animations; added the sound fx for the spear
Improved terrain height mountain blending
Improved underwater topology
Changed hill / lake noise parameters
Slightly increased valid range of the terrain feature scale
Protocol++ (network + save)
Tweaked rock_13 slope offset to make their placement less floaty
Added RustNative Startup Check
Enabled shader stripping - lets see how much trouble this causes
added new layer "hold_torch_unlit" to accompany the "overlay_torch_unlit"
finished the spear animations.
added "torch_unlit" to the devplayeranimation script.
Added basic flee behaviour
Added graphics.fov to PlayerEyes again
Implemented Green T-Shrt
Implemented Snow Jacket
Resized some textures (for sdk, github size limits)
Updated texture res on bolt rifle vm
Fixed building upgrade system being out of sync
protocol++
adding new bolt rifle textures & materials
Fixed ironsights not working
Time of Day update to 2.1.1 prerelease 2
Deleted Builder module (made redundant)
BuildingBlock uses less bandwidth
BuildingBlocks can now be upgraded
Placeholder upgrade skins for Foundation and Wall (just material changes)
Upgraded BuildingBlocks take less damage
Protocols++
Tweaked fall animation time threshold (fixes that it randomly occured when running down slopes)
Giving continuous collision detection for character movement a try
Tweaked tree bark substance
Updated @UnityVS (works with 64bit editor now!)
added "thompson" layers to the mecanim state machine; tweaked the some thompson anims
added "thompson" layers to the devplayeranimation script
rigged up the stone and wood spears. Finished some animations (attack / deploy / attack_hit )
Fixed that some view models would cast shadows onto the world
Fixed pickaxe holdtype
Building block work to support block upgrades
Added foundation steps (test)
Added placeholder sliding player anim
Fixed that rock_01 was sometimes spawned midair
Removed redundant flip option from rock_08
Made event schedule only execute on server
Updated torch & bone knife icon
Removed client.farclip (is now graphics.drawdistance)
Removed client.fov (is now graphics.fov)
Updated boneknife prefab - model & player anims now working
Added F2 options for draw distance and pvt
Added bone knife world model to reboot
Made WaterUpdate use color inspector variables instead of just alpha multipliers
Fixed that the initial component state of the F2 menu was not being applied properly
Enabled motion blur by default
Deleted TestLevel_Minh since it was completely broken anyhow o(recreate from TestLevel if you still need it)