106,703 Commits over 3,836 Days - 1.16cph!
Converted Rock to new HeldEntity system
Animal attack stats now part of BaseAnimal.
Updated image effects to b13
Made sharpening toggle with AA
Moved water image effects to their own child object (like radiation)
updated manifest & phrases
New storage crate in code - Can be locked
Player ensures to stop looting upon death or disconnection
chicken animations all done. Gonna work on the sound effects now.
Replaced Resources.Load prefab loading with PrefabLibrary class
Fixed animal patrols on test level.
Disabled splat based height offsetting underwater
Made bushes cluster more on open fields
Increased bush count along forest edges
Create the terrain after spawning all landmark and decor (so that dynamic changes applied by decor are already known)
Made terrain height offsetting based on splats more extreme
Fixed that the procedural map would load BuildingTest.sav, removing all spawned entities in the process
Added window bars
Replaced placeholder textures on blocks with some different placeholder textures
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
Saved ~70 ALU in terrain shader highest quality mode
Stability points on all non grounded blocks
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)
Animals now have metabolism.
Client - disconnect if exception in networking
Protocol++
Strip LightLOD from server builds
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.
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Deleted empty folders, outdated prefabs, etc.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.
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)
Strip TreeMesh from server builds
Merging structural integrity experiment into main
Unstable blocks fall
Show block stability tooltip
Changes from generate.bat as requested by Andre
Added levelSize to Messaages.Approval
fixed a few more cases of the footsteps being played multiple times.
fixed the bug with the crouch --> run transition creating multiple footstep sounds/effects.
fixed a bug with the 3rd person melee animation blend going from stand --> run.
Player metabolism is now sampled and remotely logged.
Increased shadow bias as far as possible without disconnecting it from walls at sunrise and sunset
some chicken anims for walking / eating.
Added LightLOD component to lanterns, campfires and furnaces
Fixed lantern and cupboard being pink on b13
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)