110,902 Commits over 3,928 Days - 1.18cph!
Updated RustNative with some optimizations
Network protocol++
Fixed top tier block upgrade costs
Path / bridge tweaks and fixes
Conditional mesh work ~~ metal skin
Fixed hurt overlay being disabled
Reduced minimum distance between two rad towns
Conditional mesh work ~~ armored skin
Fixed the cause of a metric ton of road network generation weirdness
Only generate roads of a certain length, discard super short ones
Added graphics.lodbias
Added NearbyEntities to camera
Made conditional models only care about nearby entities (fixes holes in foundations)
Trigger object lists use HashSet instead of List (perf improvements when adding/removing)
Fixed invisible placement guide
Added cliff prototypes
Added three static decor placement types (white noise, value noise and uniform)
Added physics stats to dump
Removed "unconnected packet" warning because it worries server host for no reason
Fixed playerattack nre
Duplicate entity in save handling/warning
Increase general terrain friction
Fixed save list warnings
Added asserts for multiple spawn calls
fix for viewpunch NRE (maybe?)
Fixed skin guide being invisible
Added map size/seed to server tags
Spectate optionally takes a target string - partial username or steamid
Undone tom's invisible player patch
improved the 3rd person animations for hatchet (idle / jog / run)
Conditional mesh work ~~ wood skin
Only generate rivers of a certain length, discard super short ones
Textures: Normals for default head (works with fixed torso) and normals for new head.
Composite map for skin shader.
Highpass map.
Materials: Player_skin
Update: Fixed vertex split = new mesh (updating soon)
New mesh = rebake of normals.
Updated uv maps to make better use of wasted space.
Notes: Materials/Textures will not work with old meshes because of the above. Even using old uv's the normals would not work because of the broken normals.
Reduced maximum allowed path slope from 35 degrees to 30 degrees
Conditional mesh work ~~ twig skin
Temporary fix for players spawning at world origin with some seeds
Workaround for "group < 0x7fff" spam on load inside the editor
Refactored static decor placement (now uses noise octaves instead of shitty blob clustering)
Tweaked lake and island shape
Viewmodel arms use player skin colour
fixed compile error on server (sorry)
Melee tools have punch feedback when hitting 'wrong' nodes
More work on conditional corner meshes, deployed to all walls for stone building skin
Various nature stuff part 1
Testing wall blocks with LOD
Properly separated ocean and lake topologies
Fixed players sometimes spawning next to lakes
Fixed lighthouses sometimes spawning on lakes
Fixed lakeside decor sometimes spawning next to ocean
Perf is better without dynamic batching enabled
Subtracted changeset 6468