200,183 Commits over 4,140 Days - 2.01cph!
Cleaned CLIENT define from native interop api
Server now accepts and handles out-of-order input packets. Reduced max inputs to send from the client from 10 to 6.
Fixed another u55 scripting error from merge
fixed large planter deploy bugs and sizes
Clearing initialSeatInfo when it should be. Added a note on OnPostDeserialize behaviour
Resources, bleach bottle, duct tape, fuel jar, metal blade, metal pipe, road signs, rope, spring. Textures, materials, prefabs, collision and lods
Fixed BaseResource network caching that broke partially harvested mined ore node models (RUST-1479)
Changed MTU from 1430 to 1400 (compatibility)
Prepping dockwall overhangs
Harbor_1 dressing polish
Loading bay LODs
Some cover tarp meshes for containers
Updated some old prefabs to current models
Cover props moved folder and now fully static
Fixed some issues with behaviour pooling
Harbor_1 backup
dock grounds harbor_1 definitive meshes added
Updated character source files.
Updated native libraries (updated MTU size, RUST-749)
Fixed splat painting (RUST-1482)
Removed the old pre-vehicles debug car.
Switched speed trap network message
Just removing an obsolete file
Removed forced context flush on buffer readback
Tightened ndc occludee radius in compute
Added auto register option to occludee component
Promoted cpu test code to API; cleaned
Updated scene
Changed folder organization again for portability
Added default compute shader reference in OcclusionCulling component
Updated native libraries + added osx and linux
Removed aspect property
Updated metas to match rust project
Added dynamic occlusion culling system to third party
Updated renderer native plugin to latest
Disabling occlusion culling on non-d3d11 platforms
Major initial work on creating a nav agent-powered NonPlayableCharacter class.
Projectiles send periodic position updates when gravity significantly changes their velocity
Network++
Added ServerPosition, ClientPosition properties (access transform.localPosition instead of transform.position)
EntityTransformNetworking is obsolete
Added Facepunch.Tick boilerplate
Entity type headers in inspector
PrefabId shown in inspector
PrefabId set in OnValidate - so it can never be unset
Run Preprocess on map entities (editor)