115,485 Commits over 3,959 Days - 1.22cph!
compass button added (default c)
menu options for compass off/on/toggle/hold
Updated LZ4 (second attempt)
Added Rust.World and Rust.FileSystem asmdefs (used in world SDK)
Moved checksum class to Facepunch.System
Removed bridge topology, added swamp topology
New world serialization format
Reduced temporal AO-related flickering
Mitigated water z-fighting on terrain near coplanar to water level
merge from paddle_holdtype
Dredge texture/UV update / Added railings and hanging tires
vm jackhammer placeholder anims
vm animator and prefab setup
Fixed door sound effect errors on static maps
Removed MRT blending fallbacks (dx9, gl2)
Enabled tod scattering in edit mode
Water refactor for runtime water body instancing, dynamic changes, edit-mode support, multiple cameras (wip)
Fixed the fix and exposed some temporal params
Updated GTAO/AO2 to latest; now <1ms on gtx 970/1060 at 1080p
Fixed compass modifying material asset
Hapis refinery update progress backup
Updated bandit town cabins
Hapis refinery update work
Fix a potential NRE/NavAgent error in Sensory System.
Fix Junkpile Scientists not registering with Junkpiles properly.
Finished swamp tree meshes
Added leaves and alpha branches to swamp trees
Vertex painted swamp cabins
Various tweaks and optimizations to the bandit town scene
Bundle loading API preparations for the world SDK
Paddling anims
Animator parameters for sitting state
blendtree
holdtype setup and placeholder anims
entity prefab
world model prefab & setup
Updated prefabs : TimerSwitch, Splitter, ORSwitch, DoorManipulator, ANDSwitch
Add a copy of the racknet native code. This is Facepunch's wrapper layer in "Networking.cpp/s", merged with the latest full source of raknet, and premake files. I've duplicated dll's premake4.exe but will tidy this up when the structure settles down. Racknet DLL for windows and ps4 (prx) can be built, I haven't tried xbox one yet.
Updated simple switch prefab