127,214 Commits over 4,109 Days - 1.29cph!
Animals now spawn hydrated
Upgraded BaseMetabolism.cs to use newlines
Player prioritises network updates to themselves
Debug spawns and hurts when developer > 1
Don't show all the building component templates at 0,0,0
Fixed bear skin not having a protection property
Reverted insane change in Spawnable (/cc zon)
Added spawnhandler stuff to report command
Reverted terrain shaders back to specularity, instead of specular color, for terrain; saves ALU + saves storage + no metals; this time it's final
Added back deferred shader override with specular micro-occlusion awareness; now globally consistent and non-destructive across other standard materials
Updated all terrain materials affected by these changes: legacy, atlas and pvt
Made the menu scene 16% more interesting.
Small fix for the super spec hammer.
Fixed time/date not progressing
Simplified how PlayerMetabolism is synced and saved.
Updated custom deferred lighting to avoid embedding diffuse occlusion in reflectance
Moved pvt async pre-pass render threading code to script; trying to keep mono happy
Fixed pvt not working on OSX
Animals now only partol 60% of the time.
Remade the rocks with buzzword technology. Player skin bounces photons a bit more realistically.
Disabled player metabolism logging.
first pass at creating a scene to test and balance all our materials.
Removed specular from TestLevel until petur
fixed bug with the animal attack animation playing at uber slow speed
adjusted the bear running playback rate
adjusted wolf attack animation speed
Added some Terrain samples to the shader test scene.
Renamed "occlusion" maps to "specularity"; occlusion can be embedded in specularity map now; modified atlas gen and normal gen to reflect the change
Added a specific shader test scene terrain material.
Added chickens to test level.
Swizzled atlas texture channel packing to improve compression quality for normal as well as height/blend mask
Updated terrain shaders to reflect the swizzling
Fixed the entire networking system "pissing the bed" when switching weapons
Fixed skinnedmesh collision detection sometimes "fucking up"
Fixed CameraMan rotation being "shit"
Sky & biome setting tweaks.
Made that one sad little temp snow tree not be gigantic.
tweaked some animation speeds for the animals
Merged changes from main.
Fixed some prefabs and removed some unused files.
Rock tints for snow, sand and moss zones.
tweaked the 1st person punching animations
added 1st person anims for picking up / dropping items
added 1st person anims for walking / running
Steering is now a low level animal function.
Toned down head swing/bounce effects on melee weapons
Attempt to fix MissingMethodException in AnimalAnimation.cs (cc gooseman)
Temporarily disabling MatchPlaybackSpeedToMovement because it's spitting out errors and I'm not sure it's the proper way to do it
Animal sense now uses generic stimulus objects.
added 1st person shoving animation/ running/ punching animations.. Can now relive my highschool experience.
Fixed animal attack targeting.
Slight post tweaks and texture rearrangement.