111,293 Commits over 3,928 Days - 1.18cph!
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Fixed RendererLOD to ignore impostors for mesh batching (still hw instanced)
Fixed potential NRE in water culling volumes
Fixed imposter baking bounds failing in certain cases (e.g. reeds)
Research table looting exploit fix (attempt two)
Can place storage boxes under research table again
updated viewmodel with toms new c4 model
updated deployed, world and entity prefabs
tweaked entity holdtype positioning
tweaked hand position on anims to avoid wire clipping thumb
removed additional c4 model prefab
individual book prefabs. no lods, 100 triangles and under for each.
old book materials and textures + 4 pile variations.
New skin cache version (force-refresh normal maps)
water lilies for swamps and lakes (models/textures/prefabs)
[D11] Allow controller to respawn on death
more fixes for wooden sign placement
merge from procmap_puzzles_polish
[D11] Initial support for console controller - wip
Fixed small signs breaking when upgrading / rotating wall
Small signs can be placed on shelves
Some more temporary measures to get into a network game on ps4 - disable encryption on both client and server, avoid procedural levels which are taking too long and running out of memory. Also remove a bit of spam logging I left in raknet by accident.
Fixed guntrap, spinner, tunalight being destroyed after upgrading / rotating wall
SocketMod_AreaCheck tweaks for Alistair
Temporarily disabled timeouts in Raknet as the levels are taking a very long time to load. Use Application.temporaryCachePath instead of Application.persistentDataPath as the latter is crashing for some reason, will investigate later.
More console fixes: disable filesystem warmups for now as it's taking excessively long to load into levels, will come back to this later. Use Application.persistentDataPath to write procedural map data to, cannot just write to the root directory on console.
rebuild raknet DLL for x64 against the same source code that we got for console support. This mismatch was stopping the ps4 version connecting to the server.
Updated jackhammer anims, viewmodel prefab scaling
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FileSystem rewrite for Rust.World
Added prefab list asset for world SDK
additional change for detecting the local player without steam present. This means currently we can only connect one player to our local server, but we will replace the user id generation with our own system and remove this as things progress.
Part 2 of changes to boot ps4 into a fixed server game. This commit removes client side checks that are specific to Steam, and makes a hard coded local server appear in the server list (click "FIND GAME" button, select "Local Network" server list, then click the refresh button and "localserver" should show up, connect to this like normal)
Part 1 of changes to boot ps4 into a fixed server game. This commit removes server side checks that are specific to Steam.
Fixed passing loot through walls using research table exploit
vending machine rotate exploit fix
handsaw + plant pots meta
plant pots plus pile variation, lods and materials (which also include rake and handsaw)
Generated new console commands for navmesh carve optimizations.
Navmesh carve optimizations are off by default.
Added a threshold to when navmesh carve optimizations are applied to a building when carve optimization is enabled.
Wooden cabins
Simplified coliders
Fixed wrong material on LODs
Removed some deprecated scripts