128,797 Commits over 4,201 Days - 1.28cph!
    
    
    
        
            
            
            
                
                fixed NRE spam in BaseAnimal
                
                
                
                
             
         
        
        
        
        
        
            
            
            
                
                Converted more scripts to use TerrainExtension
Added some basic extensions to the test level terrain
                
                
                
                
             
         
        
        
        
        
            
            
            
                
                Merged changes from main.
                
                
                
                
             
         
        
            
            
            
                
                Missing files from merge.
                
                
                
                
             
         
        
        
            
            
            
                
                Subtracted the animal survival rollback. (4028)
                
                
                
                
             
         
        
            
            
            
                
                Reapplied changes up to commit 4026
                
                
                
                
             
         
        
        
            
            
            
                
                Added missing SERVER blocks.
                
                
                
                
             
         
        
            
            
            
                
                Storage box now uses BaseCombatEntity 
BaseCombatEntity uses lifestate 
                
                
                
                
             
         
        
            
            
            
                
                Rebuilt all scene prefabs after all that chaos and destruction
                
                
                
                
             
         
        
            
            
            
                
                Made TreeMesh fall back to placeholder meshes if the terrain doesn't support batching (i.e. is missing the component)
                
                
                
                
             
         
        
            
            
            
                
                Merged changes from main.
                
                
                
                
             
         
        
            
            
            
                
                Fixed that TerrainMath would initialize with all-zero terrain dimensions on non-procedural terrains
                
                
                
                
             
         
        
        
            
            
            
                
                Let's try not to slaughter poor CPU cycles with Mathf.Pow(x, 2)
                
                
                
                
             
         
        
            
            
            
                
                Restored normal+height and _generated maps; still used by TestLevel and Menuscene1
                
                
                
                
             
         
        
            
            
            
                
                Extended TerrainAtlasGenerator to smoothness and specularity; refactored code to reduce redundancy
Updated shaders to show Specularity instead of Specular properties
Removed TestLevel_PVT
                
                
                
                
             
         
        
            
            
            
                
                Fixed weapon still active after dying on listenserver
                
                
                
                
             
         
        
            
            
            
                
                Added TerrainCollision to procedural terrain again
                
                
                
                
             
         
        
            
            
            
                
                Since we have to keep normal+height for now: removed normal-only maps (unused); removed height maps (atlas will just get it from the n+h)
                
                
                
                
             
         
        
            
            
            
                
                Organizing splats into separate folders
                
                
                
                
             
         
        
            
            
            
                
                Made terrain extensions never rely on TerrainMeta since that's kind of a circlejerk
                
                
                
                
             
         
        
            
            
            
                
                Updated atlas gen to handle missing maps; added default values
                
                
                
                
             
         
        
            
            
            
                
                Updated terrain normal atlas to include specularity
                
                
                
                
             
         
        
            
            
            
                
                Merged changes from main.
                
                
                
                
             
         
        
            
            
            
                
                Moved some materials to the correct folder
                
                
                
                
             
         
        
            
            
            
                
                Forgot to include the LODs for the ribs yesterday. Duh!
                
                
                
                
             
         
        
            
            
            
                
                Reverted Content to main.
                
                
                
                
             
         
        
            
            
            
                
                added a running attack for the bear.
                
                
                
                
             
         
        
            
            
            
                
                * Animals now trot and gallop instead of run.
* Animal attack range is now calculated as the space between the two colliders.
* Animals now deal extra damage to each other.
* Wolves now gallop closer to their real life speed.
                
                
                
                
             
         
        
            
            
            
                
                Terrain shaders now affected by specularity stored in atlas; specular is still disabled/black in terrain mats, however
                
                
                
                
             
         
        
            
            
            
                
                Fixed outdated RustNative
                
                
                
                
             
         
        
            
            
            
                
                Locomotion now handles destroyed move targets gracefully.
                
                
                
                
             
         
        
            
            
            
                
                Animals now avoid water using TerrainMeta.Math.
                
                
                
                
             
         
        
            
            
            
                
                Added protection system and multiple damagetypes per hitinfo
                
                
                
                
             
         
        
        
            
            
            
                
                baseanimal is now a basecombatentity
basecombatentity tries to work with skinnedmeshcollision (and fails to)
                
                
                
                
             
         
        
        
        
            
            
            
                
                On listenserver we now create seperate client and server prefabs, instead of using one and trying to simulate networking like a dummy
Fixed a bunch of issues with this branch that didn't show up because of the lack of network gap
                
                
                
                
             
         
        
            
            
            
                
                Cleaner way to turn maincamera off during loading
                
                
                
                
             
         
        
            
            
            
                
                Calories and hydration may now be configured with a lost per day value.