125,570 Commits over 4,171 Days - 1.25cph!
Removed "unconnected packet" warning because it worries server host for no reason
Added physics stats to dump
Added cliff prototypes
Added three static decor placement types (white noise, value noise and uniform)
Fixed invisible placement guide
Added graphics.lodbias
Added NearbyEntities to camera
Made conditional models only care about nearby entities (fixes holes in foundations)
Trigger object lists use HashSet instead of List (perf improvements when adding/removing)
Fixed the cause of a metric ton of road network generation weirdness
Only generate roads of a certain length, discard super short ones
Conditional mesh work ~~ armored skin
Reduced minimum distance between two rad towns
Fixed hurt overlay being disabled
Conditional mesh work ~~ metal skin
Path / bridge tweaks and fixes
Updated RustNative with some optimizations
Network protocol++
Fixed top tier block upgrade costs
Added additional first pass bota bag vm anims
Ignore image effect warnings on dedicted server
Set up vm bota bag anim controller with new anims & behaviour
Deleted old vm bota bag deploy anim
Material consistency tweaks, and tree updates
Updated riverside and roadside spawn filters
Added transmission boost (0..2) to ST shaders
Added temporary experimental ST shaders using Smoothness+Transmission instead of Specular+Transmission; "Rust/Nature/SpeedTree 2"
Scene stuff and material consistency
vm bota bag - made drinking/ emptying/ collecting loopable anims
fixed wall.low wood not spawning a cornermesh properly with door block adjascent
added stone skin square floors dirt acumulation models and logic
propagated the fix above to other low blocks
balance of resource gathering, balance of building health
Experimenting with a new rock tinting technique (for smooth biome transitions)
torch is cheaper to produce
Merged ST2 (temp) shader changes into ST shader, removed ST2
improved 3rd person animations for piackaxe
fixed bizzare bug where deployables on terrain would be removed if a building block was destroyed
urban pants are a little better
metal hatchet doesn't lose condition as fast
Removed that 9th splat
Added detail overlay control for specular and smoothness
Tree mats updated for new shader
Finish up sound system refactor
merge from main/soundrefactor
missing if CLIENT for new sound stuff
stone skin triangle floors dirt acumulation
armored skin square/triangle floors dirt acumulation
stone skin vertex alpha fixes stairs/ half block
metal skin square/triangle floors dirt acumulation
water footsteps stay on the surface of the water now
Made all per-object decor randomizations fully modular
some material blend tweaks
wood skin square/triangle floors dirt acumulation
Changed rock material adjustments from Start to Awake