256,222 Commits over 3,990 Days - 2.68cph!
hacky implementation of player turn verification for commands
added foliage meshes, materials, textures and shaders to heightmap branch
Run preprocess on "map entities"
Fixed no player corpse
G_O_A_T fully works in game but needs lots of polish
CmdNextTurn now includes the round timer duration from the server. Some event stuff.
Replaced placeholder trucks and electrical boxes
Scene2Prefab
Electrical Box pivot change
Added round timers to server game instances. 30 seconds. Need to add server check to check client commands are ignored after their turn ends
Fixed AnimatedBuildingBlock.PutAnimatorToSleep errors
Recalculated entity bounds on all junkpiles (RUST-1524)
Added RecalculateBounds context menu to entities
Implemented Network.Read.Seek
Added terrain anchors to junkpiles
Removed RealmedRemove from junkpiles (handled by IClientComponent / IServerComponent + Client Cull / Server Cull)
Updated layers on junkpiles (World is for static world objects, not entities)
goat changes(still wont spawn)
rabbit update (not sure what changed)
Resource spawns check for constructions in radius
FoliageDisplacement is IClientComponent
SpawnGroup and BaseSpawnPoint are IServerComponent
Resource spawns check for players in a radius
Resource spawns can use terrain anchors, checks and filters
FOR FUCK SAKE WIP UI
!A Ui texture
zeroed out all the animations
fixed the ironsight animations
Fixed water refraction on dx11
Single-pass shore refl occlusion and caustics using mrt blending; kept two pass fallback for d3d9/gl
Added one single #define to ItemManager but it required adding a whole bunch of others.
Added deferred mesh decal mrt blending fallback for d3d9 and legacy gl
Experimenting with a "nothing" HeldItem
Reworking UI drag and drop functionality
sway and irongishgint animations
default rainbow folders path
Fixed missing scripts in some prefabs