33,178 Commits over 4,109 Days - 0.34cph!
Checking in the metal and basic brick buildings - LODs and COL meshes done.
keypad lock status visiblity increased
AnimalAnimation distance scaling
Fixed large woodbox slot count
Fixed ore resource counts
Fixed chick cluck volume
Fixed flesh attack volume
Fixed bug in AIObstacle
Fixed bug in AIObstacleMesh that canceled out the recently fixed bug in AIObstacle #JustProgrammerThings
Server log now shows reason for disconnect
Fixed "server is closing" error
Fix for maxhealth being clamped to 69 on first life
starthealth is now random range between 50-60
fixed lock/unlock colors being the wrong way around on the keypad
added sleeping functionality for all of the animals
added sleeping sounds for all of the animals
Torch sounds & fixed torch double attack/strike
More profiling
Fixed bushes being bulletproof
Changed how entity position/updates are networked for performance
Fixed loading screen not showing connection progress
Fixed server info modal closing
Foundation mesh on stilts first pass, triangles to come
Check before adding position update
Fixed position issues with 3rd person weapons
Foundation step block changed to stilt type models
Made walls face outwards properly by default
Fixed ore texture
Attempt to fix foundation.step offset and cleaning up a lot of pivot rotations. Adding foundation.triangle update
Added MaxSpawnDistance to effects
Added low quality mode to lerp
Fixed serialization fuckup in StorageBox (fixes capacity)
Added timewarnings to stability system
Added server.compression to turn network compression on/off
More low level network message writing
fixed the bug where the bear would sleep FOR THE REST OF HIS LIFE
Updated to latest Amplify Motion; fixed some concurrency issues
view model animations for the spear (double hand hold)
added some damage debug calls
added missing torch damage type
fixed a bunch of view model animations looking too "floaty".. like how the victims of the Titanic floated on the top of the atlantic ocean.. terrible tragedy
Pickaxe sounds, first pass
added new firing animations for weapons that have aiming down the sight
made a change to ironsights script that would set a variable in the view model's mecanim state machine specifying whether the gun was in ADS mode or not.
changed the firearm mecanim state machines so they use the new ADS animations for firing / idle
tweaked the amount of shaking when firearms are shot.
Fix click in pickaxe strike sound
fixed a gap in floor piece
null entity check in SaveAll (something weird is happening)
Switched networking to use times instead of ticks
Added server.fakelag
Added sever.fakeloss
Made lerping more sophisticated
Fixed RemoteLog serialization
Protocol++
Fixed ddraw.boxes all being white
Stairs block, both for foundation steps and slanted half block - Behold the stairy rooftops!!