33,404 Commits over 4,140 Days - 0.34cph!
Added built-in standard/universal cginc dependencies to avoid surprises in the future
Updated custom standard/universal-based shaders for b12; also works on b11
added loot_crate_A files.
added loot_crate_B files.
Made entity parenting a bit more bulletproof, error throwing
protocol++ (forcing clean servers)
Removed the rustle triggers on all of the resource trees (the ones on the decor are fine, but they're still not triggers @petur)
Removed damage indicator that was embedded on the main camera for some reason
added fishing_rod_w prefab.
added 3rd person fishing_rod animations.
tone down the melee idle animation so it doesnt look like a 20 year old on ecstasy.. Now he looks like an 80 year old on valium..
Don't send group < 0xf777 errors to the html console
Updating tree prefabs with their right prefab names
Protocol++
Missed some rustle colliders
Tweaked creation order of loaded entities
Made the error handling if Steam is not running a bit more sane in-editor
Made the editor pause if the standalone application quits
Moved all trees to the tree layer and all decor to the world layer
Added dev.shaderlod for future performance experiments
adjusted the 1st person camera sway motion for a bunch of view weapon attacks
Switched all terrain shaders to future proof PBS surface shaders
Removed all intermediate standard/universal custom code and built-in overrides
Fixed quit not working (stupid find & replace)
Updated Terrain-TestLevel-Nicerblend to use new standard-based terrain shader
Time of Day update to 2.3.1 prerelease 5
Fixed a few skinning issues. Updated the tshirt material to use more than just a diffuse map.
Added refresh to the decor and grass component context menus for runtime tweaking
Fixed AI being disabled in the main procedural scene
Increased animal run speed
Made prey animals avoid predator animals
Properly setup the rustle triggers on all bush prefabs
Changed flower clutter shader to the double-sided foliage one
Cleaned up and reorganized terrain shader code; particularly the atlas part
Removed more obsolete terrain shaders
Updated prefabs + game manifest
Made Tools->Update->Prefabs never fail
Fixed temp code left in terrain shader
Added 4 levels of dev.shaderlod => 0, 100, 200 and 300 (in prev commit)
Added a few more shader LOD modes to terrain shader, from 100 to 600; one for each quality mode
Added bicubic filtered splat control samples for highest quality mode
Fixed a few older menu scene materials
Reverted some atlas terrain material parameter values
keypad, textures plus lods
Allow prefab preprocessors to run inside the editor
Added two more more sln files to ignore.conf (please delete those from your branch again zon)
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)
Updated ProjectVersion and ProjectSettings to b12
Merged local chat branch.
Fixed issues with terrain atlas in GL; might require terrain shader reimport
chicken model + texture done.
Merged construction2 into trunk
All the stuff I should have fixed before merging but forgot
Fixed block skins being deleted on level change, leading to NREs
Fixed block stage, demolish state not being networker properly
Fixed player flags not saving properly
Fixed conditional models not updating when block rotated
Fixed block upgrading happening even if you can't afford it
Fixed damage overlay flickering, weirdness
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)
Tap USE to run default option, hold to open menu
Updated crosshair tooltips, stripped out old