200,687 Commits over 4,171 Days - 2.00cph!
added some new boar animations ( screaming / Shake mud off body ); tweaked some existing boar anims
updated run_forward source anim with latest version
Fixed headshots sometimes not working
Foundations are now flat again
Added windows and doors
Added hotspot snapping for area placements
Changed foundations test object to be 3m tall.
Added stairs
Added Scott's temporary placeholder models
Improved rock spawn rules
Added lit_idle for torch view model (source file)
changed ignite anim to end in new lit torch pose
further work on player torch anims
Added horizon clouds layer, nothing fancy right now. Extended far clip plane to 5000 and adjusted fog density.
Added World layer to the Convar toggle script. Tweaked clouds slightly.
Improved LOD transitions on the big fat trees.
Profile triggers
Use shitter physics on server
Fixed server NRE's in NetworkSleep
Added generic prefab preprocessor system
Added serverside MeshToBoxCollider preprocessor to rocks
Fixed prefab preprocessing system trying to destroy itself in-editor
Adding UnityVS (hopefully this won't fuck Andre on osx over)
Tweaked 3m Stairs so they blend link to a second set of stairs stacked.
Tweaked TransformChangeMonitor for speed
Dropping items now throws them forward out of the players eyes
Fixed incorrect use of Random.Range in arrays with ints
Fixed dropped items colliding with player
Changed all TerrainMath.GetHeight overloads to be in world space coordinates
Made resource spawn faster in the TerrainGenerator test scene
Added min and max height to spawn filters
Added water rocks
Don't know why this exists, deleting
Warning when transform changes (a lot) with collider and no rigidbody
Fixed issue with loot window
Added procedural virtual texturing terrain code
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Added tick number to network messages (not used for anything yet)
Updated Building parts texture.
Added test ceiling part and basic door
improved some of the bear animations; Also added sounds for all of the bear anims;
all the .wav files for the bear sounds
Large rocks are no longer blurry. Set proper LOD ranges for all rocks. Adjusted rock 11 to look more like the intended cluster, as opposed to a single rock.
Rock 10, you've been bad. Get in line.
New collision meshes for the big trees. Fixed some branch color mismatch.
Started right click build component menu
Made rocks no longer use LOD1 as collision mesh clientside
Transform monitor tweaks, report
Added profiler blocks around all server raytraces
Added right click plan switching, makes building less terrible
Moved grass impact effect prefab to right place
Implemented Blunt and Slash impact effects
ImpactParticles scene lets you choose bullet, blunt, slash
Moved DamageTypes to its own file
Melee/ProjectileAttack now specify damage type