30,712 Commits over 3,867 Days - 0.33cph!
No need to store static decor objects in a list
Removed testing variable (use BODY.development instead)
Placeholder background when not in game
Re-implemented localization
Re-organised UI app structure, added templates for in-game GUI
Updated console system to address Andre's OCD with global
No error logging/reporting in editor
Pass last exception to sentry
Moved OutputHandler to Facepunch.Output
Added threading to the grass system
It now assembles the vertex, triangle and UV lists fully asynchronously
Reverted the decor spawn position shift workaround I had to introduce by solving it a little more neatly
adjusted the movement animations so their loop cycles start on the proper frame (with the right foot planted); adjusted the blend tree for the player animation controller so there's not as much hitching when the player is jogging left / right
Changed grass and decor spawn loops to be initiated by terrain generator in the future
Added global.batchmode (needs testing)
Added option to execute on dedicated servers to decor system
-sprinting animations are all done.. redid the treadwater animation so it looks more natural
Tweaked rock material parameters to look somewhat acceptable
Fixed decor ignoring the selected splat type and always spawning on grass instead
Let's try to keep all sound files in one folder
I think those can be deleted
Moved decor prefabs to resources folder
Changed decor spawner to load prefabs from resource folder
Fixed terrain texture normal maps (we generate from grayscale until petur finishes his textures)
Switched terrain texture compression to automatic
Fixed terrain noise import settings
Split the decor system into two parts
Dynamic objects are spawned and despawned around the camera as the player moves
Static objects are spawned once at level start (will basically replace the decor spawn method in TerrainGenerator)
Made the decor system splat type selectable
Minor cleanup in the grass system code
Time of Day update to 2.0.8 prerelease 1
less shit stack trace in errors
Save memory by setting up voice data on demand, instead of allocating buffers for each player object
Handle terrain bounds correctly when spawning grass and decor
Refactor some terrain generation code
Error logger - always generate our own stacktrace
Added public size and water level accessors to TerrainMath
Added stacktest command
Added further checks to client.connect
sprint left/right animations
Only send errors once
Properly complete the stack trace if it's missing
Recompiled JS with -bare option
Added HUD UI html example and updated test scene
Fixed bow viewmodel prefab creating errors
Fixed editor errors when running client only
Deleting WebPlayerTemplates again
Error logger, add current dll timestamp
Merging HUD UI and angular app setup
Enabled read/write on terrain textures - which apparently fixes the "Failed to get pixels of splat texture" error
Fixed client "same key already exists in the dictionary" with string pooling
Use software HTML rendering. Which is a shitload faster for some reason!
Added Sentry error reporting
Moving HTML stuff around a bit - using angularjs