33,311 Commits over 4,109 Days - 0.34cph!
Added build version in DS title
More specific profiling on TransformChangeMonitor
Attempt to keep the dedicated server from loading any terrain textures
Fixed NRE when user disconnects during auth
Applied Petur's sky tweaks to prefab (so that it's applied in all scenes)
Set overlay textures in procedural scene
Added overlay refresh to TerrainMeta
Removed Tick
Fixed fire gobbling too much wood
Fixed assert in Item.RemoveFromWorld()
Attempt at fixing motion blur resize issues
Added server perf.csv spitting to server
Added LZ4 compression lib + wrapper
Added kickall
Server Perf logging fixes
Added textures command (lists textures)
Cleaned up GameManager slightly
First stab at stripping components on the DS
Made decor spawn system abide per-prefab spawn probabilities
Increased probability for small stones in forests
Fixed LUT blending bugging around if a time sync from the server sets back the local time
stag rig; stag running animation
Minor fixes and adjustments
Fixed moon being kinda blue
Tweaked LUT blending times
Made items not be ScriptableObjects
ItemID's are now uint (was int)
ItemContainer no longer derived from ScriptableObject
Wolf prefab now uses Minh's animation + effects
Increased protocol
updated andre's wolf prefab with my animation controller
fixed some bone structural errors in the deer rig.
Fixing NRE errors popping up on Sentry
Merging terrain normal related changes
Committing these meta files so it doesn't keep asking me to commit them
Oops, need TestLevelTerrain for the test level :S
Added placeholder texture for missing splats to fix pointless error logs in dedicated build
Time to get this to main to keep the branch from diverging
Only execute AI handler on server
Restored menu background terrain
Added normal mapping to menu background terrain
Coder-art-fixed the menu background terrain height being off
Added some basic AI script descriptions
Made AI handler always execute in-editor
Added target distance to follow behaviour
Fixed max per-behaviour max distance being ignored by follow behaviour
Added debug gizmo to behaviour base class
Those two gizmos are no longer required
Made FollowWaypoint target distance configurable
Improved context map decision making
Added current decision gizmo to AI entity
Item modules are no longer instanced per item
Item modules use opt-in event system instead of interface style system
Item modules no longer derive from Scriptableobject
Renamed ItemInformation to Item.Definition
Item definition now holds Modules (instead of Item)
Fixed pickup not working
Fixed being able to shoot building blocks to bits