201,138 Commits over 4,171 Days - 2.01cph!
Merge from water-vis-trigger
tweaked iron sights on a bunch of weapons
Merged water visibility triggers
Fixed bad animator bool action in Ability.GoToSleep
StatManipulation modify by percentage of target value shite
Exhaustion effect tweaks
everything unlocked
added door/barricade system
Fixed not gathering river colliders
Cherry picked water collider gathering fix
Working on getting cooking working properly with Burning. Somehow fucked up color lerping for no apparent reason... weirdness!
We now start back at the proper start location for testbox.
basement windows trims n textures
Using seeds for generation.
Some minor changes to Corpse.
Fixed AMD R9 water darkening half screen in DX9
More changes/minor-fixes to Corpse.
Removed some crap from TribeStartArea
Fixed radial menu sometimes not opening when interacting with multiple entities (UIWidget active state managed cleanly in coroutine to avoid input conflicts)
Radial menu refresh WIP, not working yet
Carnivores now take fire into account when choosing hunting targets
Fixed tree whiteness caused by homogeneous specular on material; now saturates properly
Rust/speedtree shaders: optimized by adding extra keyword to skip spec map in rust/speedtree shaders; assumed black (no spec, no transmission) if missing
Rust/speedtree shaders: changed spec rgb to mono specularity; now R channel in spec trans map
Added keywordutil
More world/island gen stuff
Added tint to water caustics
* Default NPC render group to engine default instead of RENDER_GROUP_OPAQUE_ENTITY
Automated Linux Build #16
Automated Windows Build #16
Automated Linux DS Build #16
Character work. Basically everything from the old character is there now, but pretty untested and probably missing a bunch.
Character work. Basically everything from the old character is there now, but pretty untested and probably missing a bunch.
Oops, fixing errors in pervious commit.
Not everything needs to be a MonoBehaviour - making update calls etc more visible from the main character classes that are actually running the show.
Switching character stuff to use the new network tick/send methods. Bit messy since some things still want the old Update/FixedUpdate/LateUpdate