243,053 Commits over 3,898 Days - 2.60cph!
Added terrain tangent equation
Time of Day update to 2.0.7
TerrainUV frac call is no longer needed, so let's save those instructions
Fixed mesh blend shader terrain texture "boiling" if far away from the coordinate origin
Major texture mapping quality improvements
-last of the prone animations;
Moved all benchmarking to TerrainGenerator
Added BENCHMARK ifdefs to TerrainGenerator
Multiple tweaks and fixes for TerrainBlend
Added TerrainBlend setup to TerrainGenerator to reuse the splatmap and heightmap arrays
Added SpawnHandler setup to TerrainGenerator to reuse the splatmap array
added initial bow viewmodel setup file
Mesh blend shader tweaks and fixes
Fixed splat UV calculations
Added spawnpoints (temporary)
Made Sleeping player movement better
Added crafting logic
Added crafting UI
Added player respawning after death
Fixed player feet offset stupidness
Fixed network group not reconfiguring when spawning into sleeper
Fixed position smoothing being fucked in low fps
Undone fall logic
Woodpile meshes with LODs.
Mesh blend shader cleanup
updated viewmodel scene with rock anim
added rock viewmodel, clips, & anim controller
added rock folder & textures ( mesh contained within viewmodel anim)
Campfire checkin with LODs.
Oops, left in some debug, fixed
Copy EAC files over on build
Compile the clients to RustClient
Player state
Sleep animation rules
Player animation optimizations
- only animate when visible
- only set position when changing position
Fixed error in Trigger hurt, when objects get removed while triggering
Made everything use the new terrain math class
Parallelized the normal map generation of terrain blend
Fixed that the terrain blend initialization would run twice
Reordered the terrain data instance setup of the procedural terrain generation since it's slightly faster that way
Fixed loading saves in singleplayer
Class for all the thread safe terrain math I had to implement
Hopefully all of this will be part of the Unity terrain system one day
LODs done for the cans of beans.
Added simple Saving/Loading
If a player object exists, player will spawn into it
Player doesn't get removed when player leaves server
Player gets destroyed when killed and no connection
Moved localplayer under clientside
ServerMgr now calls Init itself, instead of using Start (which can be delayed by a frame)
Added server.saveinterval
Added server.identity
Split Destroy into Client/Server functions for clarity
Added save list
Refactoring to decouple BaseEntity from Networking a bit more obviously
Log server exceptions properly
Health UI
More specific layers
More CollisionSettings.*
Fixed Axe viewmodel not showing up