110,878 Commits over 3,897 Days - 1.19cph!
Tweaked hazmat boots spec.
Tweaked the crazy strong env reflections, and reworked the hazmat suit.
Error checking to radiation effect
Fixed PlayerEffects not playing (damage etc)
Add event hash to error report to avoid grouping similar errors
Avoid issues by lowercasing created entity names
Forced prefab name generation to lower-case
Removed networked datatables + stringpool
Added GameManifest asset - which holds common strings
Changed HoldType to use an enum instead of strings
No longer need to LoadAll resources on startup (faster startup, less memory)
Protocol++
Toned all the specular down on new terrain material until it gets properly tweaked
Fixed terrain size being really tiny in the default procedural map
Switched atlas material to new standard/universal terrain shader; added matching BaseMap shader
Adjusted terrain atlas textures import settings
Force disabled PVT via script and changed default terrain material to Procedural-ATLAS; updated TerrainGenerator prefab
Updated layer masking to handle 4-channel specular
Changed some shaders to half precision across the board for some low-end love
Added atlas path to "Rust/Standard Procedural Terrain" in order to match the shader used in the menu scene
Deleted some seemengly unused shaders that weren't compiling
added player gesture anims ( surrender / hurry up)
Generated terrain texture atlas for Diogo
Added material for terrain atlas shader testing
Limited graphics.fov to between 60 and 80
Always allow the menu to be shown with escape, even on sleeping screen
Debug player state for wakeup bug
Refactoring in preparation of the forest generation features Petur requested
Swapped out shitty sand footstep sound
added footstep sounds to mixer
Fixed bone knife building/damage/gathering
Fixed reflection toggling not turning off terrain rendering
Added audio convars
Added AdioMixer
Slowed hammer repeat rate
Fixed array bounds error in BuildingBlock
Fixed NRE in gameconfig
If reporting error without a stack trace, try to generate one
Check and throw specific errors when viewmodel animation state missing
Repory architecture with errors
Made client tick more fps independant
Made wooden hammer shitter at gathering
Restricted vis.lerp, vis.net to editor (they were being used to cheat)
Server blacklist - block all the servers of the redirectors and fake player counters
Fixed sometimes double printing to the console
Added terrain atlas generator tool
rigged up the view model for the awesome oil lantern
finished the 3rd person bandage animations; tweaked the 1st person bandage anims;
Fixed subtle seams between pvt tiles caused by anisotropic filtering; only really visible up close
Refactored DecorSpawn and SpawnHandler to use the generic Prefab class
Refactored SpawnQuadtree into generic byte storage types
Added a few out-of-range checks to AtmosphericBlend; added robustness test (hidden by default)
Fixed wrong index on string.Format
Reapplied changeset 3286 (probably accidentally undone)
Removed terrain height filter from some forest types (every forestX should only have the forestX filter active)
More coherent logging - to try to trap the crash on osx issue
Fixed standard/universal terrain shader compilation issues across several platforms
First viable and seamless version of terrain atlas shader
Renamed atlas textures for consistency
PVT parallax distortion now also affects overlays
Don't print packet errors from unconnected connections
Some serialization oddies fixed
Removed water from MenuBackground (seems to fix corruption bullshit)
Made menu music streaming (instead of in memory)
Made menu terrain non static to hopefully prevent Enlighten from crashing
Made server builds more resiliant against failures
Fixed ContextMenuUI/ItemCommand.Run NRE
Changed [AmplifyColor] errors to warnings
Fixed NRE in server.Kick
3rd person bandage animations
Menu Background is now a scene instead of a scene2prefab
EAC is less verbose
Fixed EAC not de-registering shared accounts properly
Added generic prefab class (using this for some refactoring)
Made all current player gestures loopable (so player can stay in this state if desired) for wave / thumbsup / point / unarmed / danger
Changed some ifdefs to diagnose the corruption issues
Fixed NRE in PlayerWalkMovement if running in TestLevel