124,050 Commits over 4,171 Days - 1.24cph!
redid eoka animations so it works like the legacy eoka
added new sounds and special fx for eoka
eoka sounds like some japanese food.
Connection tweak
Hammer non automatic, reduced delay
Reduced ore cook times
Increased shotgun damage
Generated lootspawn recepies
fixed minor bug with the spear idle animation
Removed unused wetness nomal map
Metabolism rate hotfix (servers need to restart)
server.ip should work again
Cleanup & rock textures that don't repeat so terribly much.
Fixed cliff mesh shading artifacts.
Raycast both heightmap and normalmap after the terrain generation was complete (to support grass on terrain blended cliff meshes etc)
Performance recording stuff
Warn when a packet can't be sent (debugging)
Fixed packets sometimes being dropped (dissapearing wall glitch)
Metabolism changes now networked immediately
Fixed melee attack swings not playing
Reduced torch brightness
Tweaked rock placement parameters to form bigger, more compressed clusters
Cleaned up gamesignal bullshit
Animal attack noises
Fixed melee swing animations (properly)
Fixed loaded items not cooking/smelting after a load
network protocol++
Improved splat and color mapping across the board
Changed random colormap multiplier to 90%-110% (instead of 100%-125%)
added effects.footsteps
added effects.ambience
Optimized how entity positions are networked
Reverted accidental water render queue change
Separated inspector splat type selection from internal splat index
Added conversion methods from splat index to splat type and vice versa
Updated splat selections in rad town scenes and prefabs
improvements to the ak47 animations (fire / depoy / reload)
tone down the ak47 muzzleflash so it's not as blinding
Added extra server profiling
Fixed server performance issue(s)
Disabled ambient sound system by default (debugging freezing issue)
Made lanterns destroyable
Log when reporting performance data
PerformanceReport - use floats not doubles
Fixed NPC NREs on startup
RustNative version check
Optimized client tick sending to avoid hitches
Tweaked how entity updates are sent from the server