33,182 Commits over 4,109 Days - 0.34cph!
Add audio randomizer and first pass at new rock sound
Fixed being able to walk through doors
Fixed codelock sending whitelist to players
Fixed compile errors
Made crafting times server lag independant
More profiling
Disregard empty chats
Tweaked tickrates
Fixed shiny dirt areas on terrain
Tweaked the smoothing groups of the rock bases.
Removed Debug.Logs from AudioRanomizer >:(
Fixed not being able to melee attack doors
Fixed EAC warning not showing
More crazy profiling
Fixed pvt far pages looking sharpened; filtering issues
Fixed pvt pre-pass first frame results
Fixed pvt pre-pass blocking render call; wasn't async enough
Missing Profiler.EndSample()s
Updated the wooden box so its now smaller in scale.
Added large wood storage model
Fixed an error with the mesh filter in the prefab scenes.
Adjusted small storage scale and color
Added large storage box - 24 slots
Adjusted small storage box inventory size from 12 to 8
Deploy guide prediction changes
you can now right-click and smash skulls into bone fragments
sleeping bag has a smaller placement radius
spears have had their attack nerfed
stone spear cost has been increased
bandages now cost 3 cloth
Adjusted box placement guides
You now receive more than 1 bullet per craft session
Protocol++
missing wood box prefabs
Increased base footstep volume
Fixed terrain footstep sounds when inside
Added footstep layermask
footsteps are louder in general but quieter when crouching
rabbit animations for running / idling
fixed the bug where footstep effects would continue to play (for a couple of seconds) after the player stopped crouchwalking.
fixed the prop bone for the 3rd person spear animations
Adding Duplicate Content script to trunk
Deleted 600mb of duplicated textures
Replaced Unity water with custom water (disabled reflections and quite limited atm, but it's a solid base and will get better over time)
eating grass / hopping animation for the rabbit
Merged in
Made campfires less deadly
Added audio to furnace
Destroying a crate makes it spew its contents
Fixed melee not registering under some conditions
Fixed gametrace not using spherecast on "hitboxes"
Fixed lantern material
increased storage box health
Arrows have a sound, slight trail, and are much faster now
made some tweaks to the rabbit run/walk and idles
Updating the fbx files for the satellite
Updating satellite dish prefab
Made mesh obstacles bake their info to scriptable objects
Made tree colliders automatically get moved to the tree layer when updating their prefabs
Updated all the meta files to b14
Made spawn rules for players easily configurable on the spawn handler prefab
Made players always spawn on beaches in the temperate biome
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
Fixed minor network bug with key locks
much easier to tell if a lock is locked/unlocked now
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
Made the AI danger and obstacle lists guarantee no duplicate entries again
Updated terrain anchors to fit the new dish monument
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
Made asset importing faster by only checking the meta file for meshes
Removed debug speedcheats and spectating
Fixed some compiler errors
retained spectating ability for admins