127,275 Commits over 4,109 Days - 1.29cph!
Added server.worldsize (allowed to be between 2000 and 8000 for now, defaults to 8000)
Removed ProceduralSmall level (use server.worldsize)
Made LightLOD client-only
Remote logging now uses production logging server.
Tweaked wall sockets so you can place walls next to a block/stairs
Cleaned up some of our filthy art folders
Fixed various missing / broken materials
Deleted UniversalMarmoset as it's broken (plus, I think the b13 shaders are supposed to look more like marmoset anyhow?)
Deleted empty folders, outdated prefabs, etc.
chicken running / attack animations; Twerked the chicken walk animations a bit.
RustBuilder.exe - for the build server. Builds in paralell, catches Unity crashes and automatically retries.
Created base metabolism class.
Strip LightLOD from server builds
Client - disconnect if exception in networking
Protocol++
Animals now have metabolism.
Fixed UVs on a bunch of placeholder building component meshes
Fixed a bunch of pink materials
RemoteLog - moved to server prefab (gamesetup is only for the editor)
Stability points on all non grounded blocks
Saved ~70 ALU in terrain shader highest quality mode
Can build on top of blocks (like floors)
Hinged door stability (falls to bits of frame destroyed)
Floor placement on supports more permissive
Lock is removed properly when door is destroyed
Added window bars
Replaced placeholder textures on blocks with some different placeholder textures
Fixed that the procedural map would load BuildingTest.sav, removing all spawned entities in the process
Create the terrain after spawning all landmark and decor (so that dynamic changes applied by decor are already known)
Made terrain height offsetting based on splats more extreme
Made bushes cluster more on open fields
Increased bush count along forest edges
Disabled splat based height offsetting underwater
Fixed animal patrols on test level.
Replaced Resources.Load prefab loading with PrefabLibrary class
chicken animations all done. Gonna work on the sound effects now.
New storage crate in code - Can be locked
Player ensures to stop looting upon death or disconnection
updated manifest & phrases
Moved water image effects to their own child object (like radiation)
Updated image effects to b13
Made sharpening toggle with AA
Animal attack stats now part of BaseAnimal.
Converted Rock to new HeldEntity system
added an "chicken_skin" prefab with all the components set up (copied how the other animals were set up)
added sound fx for the chicken
added particle fx for the chicken (feathers flying around when flapping)
added a script to change animal skins
Changed default world size to 4000
Changed default world seed to 0 (i.e. generate a random seed)
Gave beaches a bit more slope to counter water z-fighting and reduce the average beach width
Tweaked decor rocks
Protocol++ (network + save)
fixed the footsteps playing multiple times
Removed chicken/temp.mb (?)
Made the generated savegame name more failsafe
Disabled server autosave in-editor for less stuttering while testing
Fixed a crystal material being pink
Builder - try to build the bundle
Animals now use one behaviour tree.
Fixed terrain slope calculation being slightly off on diagonal polygons
Fixed compile error due to missing root bone in chicken skin
Fixed generatemanifest/prefabupdate changing prefabs without changes
prefabupdate now 70x faster
grabbed latest phrases
Allowed water streams to form in the arctic biome again
Tweaked water level in the arid biome
Smoothened island outline shape falloff
Added separate conditional cliff texturing to beaches to allow for nice cliffs towards the ocean in the future
Made the default server seed get generated from a unique device identifier
Coderart-tweaked dirt texture to play nice with color mapping