200,682 Commits over 4,171 Days - 2.00cph!
Fixed rcon console variables not working
Fixid some missing materials on snow rocks, removed height blending from the shader as the normal map is doing most of the work now.
new exported anims for the torch
updated anim controller for torch. Now contains lit idle / attack / hit triggers
Organizing minor secondary trees
Mismatched green on leaves125.
Temporarily added TestLevelTrees
world models should use r_prop bone by default
conditional models skin system (wip)
Fixed wall prefab corner models
Fixed invisible shrub prefab.
Disabled auto material import for some meshes
fixed rock holdtype stand / attack anims
changed world model rock prefab
updated held position of torch
tweaked view model torch anims
updated player torch anims
updated rock holdtype anims
Added Camera Controller and Created basic snapping to HEM methods
crouchwalk / jogging animations for when the player is holding a bow
Fixed footsteps being crazy loud
Tree testlevel env settings brought more in line with the procmap.
Plain and moss rocks now color matched.
commited w_rock meta file
Added initial ShinySphere LP assets.
Temporarily altered build settings to test ShinySphere LP independently.
Editor tool to show local player's eye line (for world model aim tweaks)
Fixed boltrifle world model being misaligned
Pickaxe world model
Fixed player thirdperson melee attack not playing
Disabled tessellation in skin shader
Fixed rcon strartup param - proper this time
Added FPS inputs to InputManager.asset
Fixed inconsistent mouse sensitivity.
Don't try to handshake multiple times
Default message initial size 64bytes (up from 16)
If player isn't alive on disconnect then remove them (don't just sleep)
Renamed OnHit to OnAttacked
Fixed players being killed after they respawned from attacks they sustained while alive previously
Gravity strength can now be toggled, meaning the player has more control over their altitude.
Added BuildingTest scene - loads a saved building to test building component changes
Oopsy, the save wasn't loading
Use InvokeAtomic to refresh conditional skins, so it only gets called once instead of once per surrounding skin