243,459 Commits over 3,898 Days - 2.60cph!
Disabled admin instant craft by default
Disabled admin being able to toggle entity overlay
Added dump command (for diagnostics)
Bent normal test file, to help with reflection fresnel.
Added player test to scenes.
Improvements to rust standard shader; layers are properly toggable now; detail is now optional as well
Removing some unused stuff
Tweaked recoil settings.
Shifted some player movement code around.
Made ADS feel a bit nicer.
Added low, medium and high water qualities
Fixed sound warnings when switching between client/server (public properties ifdef'd out)
Refactored TerrainPath to support path smoothing in the future
Combined path and river backends to a generic path list
Added placeholder riverside decor
Don't warm up stability if server.stability is false
Added restart command for servers (notifies users of shutdown, 60 seconds to get safe)
Fixed NPC NREs on startup
RustNative version check
Optimized client tick sending to avoid hitches
Tweaked how entity updates are sent from the server
PerformanceReport - use floats not doubles
Log when reporting performance data
Fixed a crash with Entity:SetBodygroup
Added extra server profiling
Fixed server performance issue(s)
Disabled ambient sound system by default (debugging freezing issue)
Made lanterns destroyable
tone down the ak47 muzzleflash so it's not as blinding
improvements to the ak47 animations (fire / depoy / reload)
Updated splat selections in rad town scenes and prefabs
Separated inspector splat type selection from internal splat index
Added conversion methods from splat index to splat type and vice versa
Added Trainer forehand run outro test anim
Going home implementing sway.
Reverted accidental water render queue change
Fixed game hosts timing out if many are instantiated in a row.
Slight IK look at changes
Blending run and hit animation experimentation
Optimized how entity positions are networked
Fixed camera instance spam.
- Switched to one of the concept ship models
Working on streaming sounds rather than loading them immediately, fixed error when using `Debug.Log()` on a background thread.