124,006 Commits over 4,171 Days - 1.24cph!
Deployables are now killed when their floor is destroyed
FixedUpdateEvent pushes realm properly
PrefabPreProcess keeps seperate lists of client/server prefabs
PrefabPreProcess creates an instance of prefabs before processing
Added RealmedRemove - A PrefabPreProcess that removes gameobjects/components from itself depending on realm
Fixed furnace and fire materials being too shiny
Fixed NRE in build privliedge
Moved GiveItem out of BaseEntity.Flags into BaseEntity.
Updated animal food caloric values from admin site.
Sky, lighting and water tweaks. PBR ground texture wip files.
running attack animations for the chicken / rabbit / stag
Fixed rocks, to be proper with the new standard shader. Water tweaks. Temp scene backup.
New spear sounds and rock sound tweaks
Added ArrayPropertyDrawer base (for properties inside arrays, lets you get array and index)
Added ArrayIndexIsEnum to show array index as a enum string instead of a number in inspector
Added ArrayIndexIsEnumRanged - as above with min/max
Added BoneInfoComponent (todo)
Cleaned up SkinnedMeshCollision attributes into GameManifest.MeshColliderInfo
Temporarily removed MeshColliderInfo per bone properties
MeshColliderInfo has encompassing DamageProtection
Tagged skins
Fixed bear anim controller error
Fixed not being an admin in editor
AI: try not to target clientside entities in editor
Renamed some DamageTypes
Fixed animals not bleeding when shot/killed/hit
Gave rabbit a skinnedcollider
Replaced damageAmount
BaseCombatEntity should scale damage properly using its own baseProtection
Added Protection to building block grades
Disabled damage indicator (temporarily)
Merged hunting wolves from animals branch.
Merged changes from main.
Checking in wood set pieces and updated prefabs
Started reorganizing animal classes.
BuildingBlock derives from CombatEntity
FixedUpdateEvent has fixed tick time (listen server enhancement)
Added a bunch of profiling stuff
Split BaseCombatEntity into shared/server/client
Moved Healt()/MaxHealth() from BaseEntity
BaseResource uses BaseCombatEntity
Tweaked entity network update timings
BuildingBlock network updates when taking damage
BaseCorpse derives from BaseCombatEntity
Merged changes from main.
Added remote log to game setup.
Player metabolism is now logged after a 10% health change.
Merged remote logging fixes.
Restored animal properties from main.
Animal partol values no longer using defaults.
Fixed damage protection being applied twice
Fixed meshcollider damage protection not being applied proper
Time of Day update to 2.3.3 prerelease 2
Updated custom sky prefab
Updated water to the latest version
Fixed snow jackets making you immortal
Added prefabproperties to gamemanifest
Player compound protection values
Fixed bug in ArrayPropertyDrawer
Cleaned out @zon's debug comments
Reformatted @zon's unformatted code
Assert that UpdateNetworkGroup is only called serverside
Hammer sounds and sound tweaks
AISense now searches using type comparison.
BaseAnimal no longer hides it's public properties under a server CC flag.
Improved how AISense detects corpses.
fixed grade damage assignment on default spawn
building protection values and health balance
Clothing protection values
Fixed all the whack tree LODs. More ground texture wips.
Fixed a bunch of warnings
eating animations for boar / stag / bear / wolf
Disco flare fix for the testlevel.
Optimized builfing block health networking
Fixed NRE when using shotgun
Fixed player networking queue not actually queuing