30,774 Commits over 3,867 Days - 0.33cph!
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
Moved camera blur effects to a sub-camera
Fixed active belt icon being 'sticky'
Updated phrases
Added server.save
Calling quit on the server does a final save
Fixed sleeping bag respawn sometimes not offerered when it should be
Console death message show if killed by hunger etc
Fixed backing out of cupboard area exploit
Fixed bullet hit effects sometimes not being where you'd think they'd be
Removed/Fixed dedicated server Item.SetParent warning
Tweaked physics timings
Added client.lerp var for debug
Tweaked how Lerp works (now smoother)
Fixed shiny textures
Fixed broken/missing sand texture in TestLevel
checking in the unarmed view model prefab.
The animals now use mecanim blend tree to synchronize their playback rate to their movement speed.
Slight post tweaks and texture rearrangement.
added 1st person shoving animation/ running/ punching animations.. Can now relive my highschool experience.
Temporarily disabling MatchPlaybackSpeedToMovement because it's spitting out errors and I'm not sure it's the proper way to do it
Attempt to fix MissingMethodException in AnimalAnimation.cs (cc gooseman)
Toned down head swing/bounce effects on melee weapons
tweaked the 1st person punching animations
added 1st person anims for picking up / dropping items
added 1st person anims for walking / running
Rock tints for snow, sand and moss zones.
tweaked some animation speeds for the animals
Made that one sad little temp snow tree not be gigantic.
Sky & biome setting tweaks.
Fixed the entire networking system "pissing the bed" when switching weapons
Fixed skinnedmesh collision detection sometimes "fucking up"
Fixed CameraMan rotation being "shit"
Swizzled atlas texture channel packing to improve compression quality for normal as well as height/blend mask
Updated terrain shaders to reflect the swizzling
Added chickens to test level.
Added a specific shader test scene terrain material.
Renamed "occlusion" maps to "specularity"; occlusion can be embedded in specularity map now; modified atlas gen and normal gen to reflect the change