248,566 Commits over 3,928 Days - 2.64cph!
Converted projectile weapon item to new system
Added generic entity signals
[ItemIDProperty] attribute can now take a category
Added Marmoset skin shader to Elvis. Added Skyshop generated hdri cubemap, tweaked lighting to match in anim-viewer scene.
Removed special handling of SceneToPrefab for monuments (i.e. getting the output folder from their tag)
Forced all procedurally spawned prefabs to be inside the autospawn folder
Moved all monuments to the autospawn folder
Added lighthouses to the monument spawn system (spawn rules are placeholders, brace yourselves for lighthouses in rivers)
Protocol++
Assemblies now have automatic build and revision numbers.
added updated wild west scene, added shader forge lightmapped rock shaders, tweaked light intensity and position.
Properly setup lighthouse monument scenes
Making new anim controller.
Player changes. Starting to cache prefabs to see if that lessens the spawn performance hit.
Added pipe remnants art files
Don't let players place building blocks too far away
Fixed locks floating in mid-air when door upgraded/downgraded
Deleted temp.mb files (@gooseman)
Deleted incompatible speedtree
Made LightLOD fade shadows in and out instead of hard-toggling them
Fixed that the lowest two quality settings would disable all dynamic lighting
Staggered build starts, more info on task retry
Catch "Crash!!" build errors too
Upload scripts for dev/dev-debug
Audio stuff
improved rock sounds
add audio perspective switcher script
tweak audio mixer a bit
update audio randomizer to not adjust unrandomized values
rabbit sound effects and prefab
Fixed chickens being invincible
rabbit attack animations / and another idle anim
Fixed net.ReadUInt not using unsigned integers
Fixed some names causing collisions
updated manifest
Started on representation stuff.
Updated to latest Amplify Motion
Fixed some compiler errors
retained spectating ability for admins
Removed debug speedcheats and spectating
Made asset importing faster by only checking the meta file for meshes
Only disable material import on meshes on first import (i.e. artists can manually re-enable it for individual models)
Made satellite dish monument use the correct materials
Updated terrain anchors to fit the new dish monument
Made the AI danger and obstacle lists guarantee no duplicate entries again
Added ParentRedirect component
Made tree colliders redirect AI sensing to their parent
Made DangerInfo, ObstacleInfo and TargetInfo keep references to their game object instead of their collider
Changed the AI sensing masks to interest and occlusion
Made AI sensing find trees again
Fixed minor network bug with key locks
much easier to tell if a lock is locked/unlocked now
Make a quick death screen before home.
re-esported serve with new system in place
Moved some script files, folders need a proper cleanup, added debug refill for special move meter.
Some fixes. Ready to start tidying player classes up a bit.
added start on metal grate and scaffolding
merging in : Player corpses won't disappear while you are busy looting them
If you harvest a player corpse until it disappears, a small percentage of items will spew (wip)
Moved lootable corpse over to use RPC's instead of itemcommands
Actually the last scene commit.
Player corpses won't disappear while you are busy looting them
If you harvest a player corpse until it disappears, a small percentage of items will spew (wip)
Moved lootable corpse over to use RPC's instead of itemcommands
Shaders in asset bundles now work