127,157 Commits over 4,109 Days - 1.29cph!
Fixed that all rocks looked like metal in b13
Fixed server compile error
Fixed pink viewmodel arms on b13
Allow building to specific folder if command line is set
Log when official sever is rejected because it's not on the whitelist
Splitting server debug build
Fixed -builtTo command line fuckup
Seperate server build fuckup
Made tree mesh placeholders spawn whenever the loading screen is invisible
Made tree prototypes rebuild whenever they are out of sync
Made tree mesh placeholder child objects get moved to the correct layer
Removing timestamp from GameManifest
Also copy all the bullshit to the -buildTo folder
3rd chicken skin variation
Bad stuff happens if-buildTo doesn't end with a slash
emmisive open and closed textures
Made Parallel.For work properly with non-power-of-two index ranges
Re-enabled threading in-editor (update to b13 if you want to run the terrain generator)
Fixed DDraw not drawing colours
Block pinning experiment
Changed terrain edge falloff distance to absolute world units to get rid of super steep terrain edges with smaller terrain sizes
Added the cliff texture to underwater splat mapping
Enabled terrain map post-processing
Tweaked some decor densities that have been somewhat off due to the weekend changes
Disabled terrain generation threading in-editor again (still seems to be unstable from time to time)
Protocol++ (network + save)
Added LightLOD component to lanterns, campfires and furnaces
Fixed lantern and cupboard being pink on b13
some chicken anims for walking / eating.
Increased shadow bias as far as possible without disconnecting it from walls at sunrise and sunset
Player metabolism is now sampled and remotely logged.
fixed a bug with the 3rd person melee animation blend going from stand --> run.
fixed the bug with the crouch --> run transition creating multiple footstep sounds/effects.
fixed a few more cases of the footsteps being played multiple times.
Added levelSize to Messaages.Approval
Changes from generate.bat as requested by Andre
Unstable blocks fall
Show block stability tooltip
Merging structural integrity experiment into main
Strip TreeMesh from server builds
Added server.worldsize (allowed to be between 2000 and 8000 for now, defaults to 8000)
Removed ProceduralSmall level (use server.worldsize)
Made LightLOD client-only
Remote logging now uses production logging server.
Tweaked wall sockets so you can place walls next to a block/stairs
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.
chicken running / attack animations; Twerked the chicken walk animations a bit.
RustBuilder.exe - for the build server. Builds in paralell, catches Unity crashes and automatically retries.
Created base metabolism class.
Strip LightLOD from server builds
Client - disconnect if exception in networking
Protocol++
Animals now have metabolism.
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)
Stability points on all non grounded blocks
Saved ~70 ALU in terrain shader highest quality mode
Can build on top of blocks (like floors)
Hinged door stability (falls to bits of frame destroyed)
Floor placement on supports more permissive
Lock is removed properly when door is destroyed
Added window bars
Replaced placeholder textures on blocks with some different placeholder textures
Fixed that the procedural map would load BuildingTest.sav, removing all spawned entities in the process