200,446 Commits over 4,140 Days - 2.02cph!
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EntityTransformNetworking is obsolete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)
GameSetup LoadMenu - skip loading menu screen (but load other needed UI)
Skip steam auth in editor
Don't show previous life/respawn screen on first spawn in editor
fixed endless bandage bug
reversed bandage entity changes
Merged editor QOL from
17874
Population is null bullshit is a warning
Made skin icon loading a bit more elegant
Don't show skins you don't own in skin options
Fixed projectile ricochet verification issues
Network++
Fixed bear corpse bounds (unable to gather on certain parts of the corpse)
Set lock bounds padding to same as door
Fix for water occasionally not visible when exiting caves (RUST-1476)
Mainly modifying ProtoBuffers to allow for future passing of AI player data.
Free infinite ammo for non-playable characters
added entitytype socket mod
hemp plant sizes are smaller
large planter has hint sockets
hemp is destroyed when the planter it is placed in is destroyed
Added dynamic occlusion culling to camera
Registering PlaceDecor spawns for culling
Fixed static occludees being zeroed on occ sys re-enable
Added occludee meshLOD handling
Fixed occ cull debug shader error
Continuing AI work + refactoring. Updated NonPlayerCharacter prefab
Removed old networklevel completely
Got AI spawning in scene, but they don't have a "brain" yet
Beginning the setup of an AI "brain" that controls non-player character movement and actions
Anim fix for endless bandage bug
Prefab positional fix for flamethrower flickering arm bug
Ricochet LOS fix on weapons with huge projectile thickness
Latest changes; higher portability
Disabled occlusion culling by default + added "culling.enabled" for toggling
Made occlusion culling code fully portable between projects (albeit still requires renderer.dll)
Fixed https://sentry.io/share/issue/35313037392e3835353838373437/
Don't report errors from modded servers
Potential fix for https://sentry.io/share/issue/35313037392e313639353530343135/
Potential fix for https://sentry.io/share/issue/35313037392e3738343436333237/ (badly formed json at error - but be more defensive)
Potential fix for https://sentry.io/share/issue/35313037392e3738343436333237/ (badly formed json at error - but be more defensive)