30,763 Commits over 3,867 Days - 0.33cph!
Fixed a CC failure with DepletingMetabolism.
Merged foraging and sleeping animals. (again)
Merged NPC logging. (again)
Major changes in terrain atlas generator; now asset/descriptor based, paving the way for multiple atlases aimed at custom maps
Fixed legacy terrain not updating world position const; was causing texture sliding
Subtracted animal changes.
Merged foraging and sleeping animals.
Merged NPC logging.
Fixed torch effects not disabling/enabling
Fixed torch animation lit layers
Fixed BuildingTest scene
Updated terrain map extension editor baking to store per-terrain instead of per-scene
Paper always craftable
Fixed being able to fly by opening the console
Fixed anchors for conditional meshes
ADS provides less recoil reduction
crouching now provides recoil reduction
Reverted testlevel to non broke version
fixed issues with torch controller ( was selecting wrong anims & length of blends were causing issues between states)
Updated Torch vm anims
Fixed lootable corpse not dropping some of it's contents on death
Retired TransformChangeMonitor
Added EntityTransformNetworking component
NPCs now call TransformChanged() manually
Players now call TransformChanged() manually
Added editor baking support to all terrain map extensions (WIP)
Fixed barrels respawning until they took over the whole world
Barrels die properly when killed
made torch light less pink
Building stone skins meshes/textures/materials/prefabs
Fixed base normal not active on legacy terrain shader
Tweaked some normal map settings
made corpses invulnerable to bullet damage
Added splat modifier placement and anchor placement to TerrainModifierGenerator
Updated radtown_small3 scene (not the prefab yet)
Devlist and legacy terrain debug files.
Fixed splat terrain modifier introducing some NaN values to the splatmap in certain cases
Log errors if the heightmap or splatmap contain NaN values when calculating the world checksums
fixed out of order usage of RaycastAll in DropToGround
fixed bug where corpses would disappear regardless if it took damage/was being looted
corpses of objects killed by beartrap will hang around a looong time
tweaked AR recoil
fixed the ak47 prefab. (it no longer reloads after every shot :)
Reapplied boar and stag stamina changes.
merge into main - AI should be attracted to traps now
Halved boar and stag gallop stamina.
vagabond jacket is better
AR has a bit more recoil
proper LOD's for bear trap
Item list in the dev console
Added inventory.giveid <itemid> <amount>
Added inventory.givebp <itemid>
Fixed local player model sometimes dying, causing invisible players
Added direct getters to TerrainTopologyMap and TerrainBiomeMap
Added fadeout distance and placement distance parameters to terrain modifier generator
Converted radtown_small3 to use automatic terrain info extraction (WIP, not updating prefabs yet to remain compatible)
Made heightmap postprocessing run before placing monuments to keep it from offsetting adjusted terrain
Adding myself to DeveloperList.cs
Fixed spanish translation in english phrases
Updates scenes2prefab
Store the world checksum in the save too
Protocol++
Merged radtown branch to main
Shielded exception in PlayerPrefs.SetString