110,878 Commits over 3,897 Days - 1.19cph!
Fixed weapon entities getting duplicated on load
Fixed admin_overlay warning
Fixed RPC cache bug
Disabled ddraw on server (precaution)
More diagnostics
Updated poncho to reduce zfighting with shirt
Disabled admin instant craft by default
Disabled admin being able to toggle entity overlay
Added dump command (for diagnostics)
Bent normal test file, to help with reflection fresnel.
Improvements to rust standard shader; layers are properly toggable now; detail is now optional as well
Removing some unused stuff
Added low, medium and high water qualities
Fixed sound warnings when switching between client/server (public properties ifdef'd out)
Refactored TerrainPath to support path smoothing in the future
Combined path and river backends to a generic path list
Added placeholder riverside decor
Don't warm up stability if server.stability is false
Added restart command for servers (notifies users of shutdown, 60 seconds to get safe)
Fixed NPC NREs on startup
RustNative version check
Optimized client tick sending to avoid hitches
Tweaked how entity updates are sent from the server
PerformanceReport - use floats not doubles
Log when reporting performance data
Added extra server profiling
Fixed server performance issue(s)
Disabled ambient sound system by default (debugging freezing issue)
Made lanterns destroyable
tone down the ak47 muzzleflash so it's not as blinding
improvements to the ak47 animations (fire / depoy / reload)
Updated splat selections in rad town scenes and prefabs
Separated inspector splat type selection from internal splat index
Added conversion methods from splat index to splat type and vice versa
Reverted accidental water render queue change
Optimized how entity positions are networked
added effects.footsteps
added effects.ambience
Changed random colormap multiplier to 90%-110% (instead of 100%-125%)
Improved splat and color mapping across the board
Cleaned up gamesignal bullshit
Animal attack noises
Fixed melee swing animations (properly)
Fixed loaded items not cooking/smelting after a load
network protocol++
Tweaked rock placement parameters to form bigger, more compressed clusters
Metabolism changes now networked immediately
Fixed melee attack swings not playing
Reduced torch brightness
Warn when a packet can't be sent (debugging)
Fixed packets sometimes being dropped (dissapearing wall glitch)
Performance recording stuff
Raycast both heightmap and normalmap after the terrain generation was complete (to support grass on terrain blended cliff meshes etc)