248,561 Commits over 3,928 Days - 2.64cph!
Removed `ICSharpCode.SharpZipLib.dll` from source control.
Fixed splats not updating in legacy terrain
Updated RustNative
Updated prefab scenes
Switched TerrainNoise to double precision (using native backend by default again)
Protocol++ (network + save)
Updated metafiles for volley
EventManager is now ActivityManager with some additional groundwork laid for Activity types
Client - also output warning on map checksum join error
Updated Ape run intro /loop/outro & .meta
Switched back to using state machine transitions for volley shot, now has extra transition from run outro to volley
Removed the `Newtonsoft.Json` dependency.
Added `Newtonsoft.Json` dependency to `GameAPI.Unity`.
Updated noise generator to double precision
- Added check for Debug.IsDebugBuild to MonoBehaviourExt Logging methods
- A little Group cleanup
Fixed input weirdness when opening a menu (using an entity twice etc)
Fixed it so you can stay ducked when a menu is opened
Disable EAC when running server in the editor
Updated .meta clip info for run south east
Going to doa spring clean and add some new code.
[racer] Added `CarController.cs` to source control.
Only use native noise backend if editor, client and server
Fixed error console spam in main menu
Doing legacy terrain texture binds on every update
Making sure prev added flip normal affects only the terrain material
Codemaid-ed and unix-ed atlas code
Added toggle to legacy terrain in order to flip base normal, vertically
Scene/biome tweaks which should fix loading hang on standalone/steam build
Added missing collision to some prefabs in radtown
fixed barrels being too large
Cherry picked animation changes from animal branch.
fixed bug with the stag running like it's on crack cocaine.
added tired/angry states to the stag.
added flinching for the stag and bear.
you now start with recipies for boneknife, spear, and stone hatchet + balance changes
More work on volley shots - moved most of string compares for state changes and state queries to hashtables. Experimenting with forcing shots animations to play immediately