108,292 Commits over 3,867 Days - 1.17cph!
added sleeping functionality for all of the animals
fixed lock/unlock colors being the wrong way around on the keypad
Fix for maxhealth being clamped to 69 on first life
starthealth is now random range between 50-60
Animal AI no longer uses Behave.
Cleaned up profiler samples.
Fixed "server is closing" error
Reorganized animal decision making.
Animals now better at hitting moving targets.
Server log now shows reason for disconnect
Fixed bug in AIObstacle
Fixed bug in AIObstacleMesh that canceled out the recently fixed bug in AIObstacle #JustProgrammerThings
Fixed large woodbox slot count
Fixed ore resource counts
Fixed chick cluck volume
Fixed flesh attack volume
AnimalAnimation distance scaling
keypad lock status visiblity increased
Checking in the metal and basic brick buildings - LODs and COL meshes done.
Tweaked water fog multiplier
some texture polish for log wood set
Tweaked sky parameters to look better with per-pixel fog
Added hacky fog multiplier to water to tweak the horizon color fit (to be fixed in a better way)
Made ConvarWater toggle the visual checkbox in the material inspector in addition to the internal keyword
Patched in per-pixel fog color proof of concept
sleeping / wakeup animations for rabbit / stag / wolf
Fixed bug that water-refracted objects would have fog applied twice
EntityComponents can define menus too
Added basic loot crates to radtown test
Changed ResourceContainer to use EntityMenu instead of OnUse
Backported useful Time of Day tweak for per-pixel fog from the latest release (can't update due to b14)
Added progress bar to "Tools/Update/Terrain Normal Maps"
Added a shitload of props from the asset store that we intend to be placeholder but will probably never get changed
Small radtown scene2prefab
Checking in the new roof prefab idea, all pieces in and waiting for implementation ~~ @garry
Deleted empty folders in Standard Assets
fixed some zfighting on pillar in some cases, added a proper floorboard texture for floors/ceilings
Fixed the corner meshes to use notch and pass, simplified some textures, aged the exterior texture
Adding AK, textures and lods
Tweaking event schedule to make sure we don't have multiple running
Updated water to latest version
Fixed water reflections being darker than intended
Scaled up water plane to always reach to the far clip plane
sleeping / wakeup animations for the bear / boar / chicken
Switched console to UnityUI
Fixed block health network order weirdness
Throw error if SkinnedMeshCollider has no SkinnedMeshRenderer
Locks now have deployment guides
Fixed hammer highlight not drawing walls properly
Bunch of missing meta files
Fixed crosshair missing sprite
Can we stop overriding parameters of cross-scene prefabs per-scene unless it's actually required? :X
Updated Unity Standard Assets (now SampleAssets) to b14
Genericizing deployment guides
Fixed boner in SendEntityUpdate
Tweaked sky parameters to violate physical correctness a bit less
Don't try to run unconnected player's network queue
More profiling stuff
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Made forests have way more grass
Protocol++
Fixed water refracting objects that are in front of the water
Converted lock deployment method to new weapon system (can deploy using primary fire again)
Fixed stringpool collision error with RPCs
Protocol++
Fixed tooltip not updating when the options changed
Fixed tooltip getting stuck on screen