240,160 Commits over 3,837 Days - 2.61cph!
Added yellow flowers, consolidated flower prefabs to use single mat each.
Classes extending Stage don't need to implement a constructor accepting a Game instance any more.
Pines ACTUALLY all use the same mats
Savannah trees all use the same mats
Saved ~70 ALU in terrain shader highest quality mode
Fixed rendering and updating order in games.
Pines now all use same mats
Added Grab Terrain Normal toggle to terrainBlendObj; enabled by default
Added some missing documentation for the Entity class.
Stability points on all non grounded blocks
Entity now implements IEnumerable<Sprite> so that collection initializers can be used, and ensured that sprites are ordered correctly.
Improved error reporting when loading or updating a game.
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)
Merge branch 'master' of github.com:Facepunch/arcade
Games are now maximally scaled again.
Fixed UVs on a bunch of placeholder building component meshes
Fixed compilation error messages not appearing when loading a game via command line.
Removed meta file for deleted DLL.
[platformer] improved crush detection
[platformer] player checks for being crushed
https://www.youtube.com/watch?v=v09H0A9q1mA
Removed unnecessary normal map flags from all ST mats.
Animals now have metabolism.
Client - disconnect if exception in networking
Protocol++
Strip LightLOD from server builds
Naaaants een-vwen-yaaaaaaa ma-ba-gee-chi-ba-va
(See-tee-hoummmm gwen-ya-maaaaa)
Created base metabolism class.
RustBuilder.exe - for the build server. Builds in paralell, catches Unity crashes and automatically retries.
chicken running / attack animations; Twerked the chicken walk animations a bit.
Pine intersection fix, and height diversity.
Fix toggle not working on debug cam
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Deleted empty folders, outdated prefabs, etc.
Tweaked wall sockets so you can place walls next to a block/stairs
Remote logging now uses production logging server.
Navmesh for inland_arid_1
Made LightLOD client-only
Added server.worldsize (allowed to be between 2000 and 8000 for now, defaults to 8000)
Removed ProceduralSmall level (use server.worldsize)
Added settings for BiomeArid, FoliageAridTrees. inalnd_arid_1 ready for gameplay. Stopped WeatherControlls being init-ed by default (context menu on WeatherManager)
Strip TreeMesh from server builds
Merging structural integrity experiment into main
Unstable blocks fall
Show block stability tooltip
Made changes to the player shit.