30,719 Commits over 3,867 Days - 0.33cph!
Commiting batch 2 of re-exported anims on new rig.
Wolf now dies
Wolf drops corpse (it's just a cube atm)
Player drops a corpse (a naked ragdoll that is stick to the floor)
Player corpse can be looted
Renamed ContextMenu to ContextMenuUI (name conflict)
Add inventory notifications to the previous update
Show active crafts in blueprint list
Renamed Version to BuildVersion due to System.Version name conflict
Added min and max cluster size to spawn handler
Craft notifications
Craft cancelling
Craft progress
Time of Day update to 2.1.0 prerelease 3
Sort by craftablility
Craft on click
Menu shows blueprints
Menu indicates whether you can craft blueprint
Added triangle-shaped grass meshes to sparse-coverage areas
Added PlayerBlueprints component
Now sending list of craftable blueprints to HTML (wip)
Tweaked terrain material UV mixing parameters
Fixed terrain generator test scene not loading (whoops)
Re-added terrain generator test scene
Tried to make water less terrible. Really need to get it fogging properly.
improved the running animation; fixed some weighting issues on the wolf; adding some new animations
Added net_env to procedural map
Added PointEntity (derive from for entities that are always networked to players, regardless of position)
Added EnvSync entity (syncs time of day)
Players not correctly always subscribed to nw group 0
commiting batch 1 of re-exported anims on new rig.
Fixed compile errors
Protocol++
Changed loot system to accomodate looting players (with 3 inventories)
Added BaseEntityChild - so child components that aren't childen can defer to their parents (player models)
Aded AtomicInvoke - will only invoke if not already
Added ability to loot other players (is mostly broken)
Changed inventory to use inventory UIDs instead of enums
Fixed not being able to interact with hotbar, because context layer was blocking
Added InvokeEvent - like a regular csharp event but calls InvokeAtomic on your MonoBehaviour
Added gameobject.ToBaseEntity - which will resolve a go to a BaseEntity properly
Added soft blending and option to ignore directional lights to our custom particle shader
Added object clustering to spawn handler
Added spawn probability script that can be added to resources
Added procedural test scene (no networking, smaller terrain)
Moved procedural map scene to release folder
Added quick test of the ground clutter to forests
Made Alex's converted jog animation use our new rig's avatar
Fixed Biomes test level errors
Stripped out all traces of old UI
Renamed HTML Menu to Menu
Added Menu Background Scene (for previewing, updating the prefab)
made the blend smoother when player goes from run --> jump
62 trillion brand new strands of grass. Replaces the old grass.
tweaked some of the wolf attack animations; added new wolf running animation
Disabled terrain normal mapping until we hear from Unity (fixes color being horribly off)
Hardcode terrain test shader toggles until the Unity bug is fixed
Can we stop adding this fog in please, it doesn't look good
Fixed missing fog in the terrain base shader
Updated shininess parameters in terrain base map shader
re-exported jog anim on new rig
Made grass atlas brightness fit terrain texture brightness a little better
Re-targetting animations to new rig, this isn't perfect
Removed debug factor of 2 from the terrain shader