128,797 Commits over 4,201 Days - 1.28cph!
    
    
    
        
            
            
            
                
                Made all AI code #if SERVER
Made sense calls part of the behaviour tree
Made AI swim instead of walking underwater
Made AI movement a lot more robust (almost independent of the tick rate now)
Refactored the steering system
Changed the way AI selects its targets
Fixed AI test scene
                
                
                
                
             
         
        
            
            
            
                
                Fixed client compile error
                
                
                
                
             
         
        
            
            
            
                
                Time of Day update to 2.2.0 prerelease 3
                
                
                
                
             
         
        
            
            
            
                
                Fixed player floating up slopes
                
                
                
                
             
         
        
            
            
            
                
                Removed forest rocks until we can fix their shader
                
                
                
                
             
         
        
        
            
            
            
                
                Fixed F2 menu settings not being applied
                
                
                
                
             
         
        
        
            
            
            
                
                code for view model bobbing.
                
                
                
                
             
         
        
            
            
            
                
                added viewmodel bob script to some of the weapon prefabs.
                
                
                
                
             
         
        
            
            
            
                
                added #ifdef CLIENT  to the viewmodelbob code.
                
                
                
                
             
         
        
            
            
            
                
                Working fix/hack for transparent shadowcaster shader on all platforms.
                
                
                
                
             
         
        
            
            
            
                
                metal files for the weapons changed when i opened them in unity 5.0 beta2
                
                
                
                
             
         
        
            
            
            
                
                Added opt suggested by andre; skipping camera pass on transparent shadowcaster.
                
                
                
                
             
         
        
            
            
            
                
                weapon meta files from before my previous check in (which broke the view models)
                
                
                
                
             
         
        
            
            
            
                
                Bolt rifle, Thompson, Shotgun, Eoka Pistol, Revolver craftable
Added gunpowder blueprint
Pistol, rifle and shotgun ammo craftable
Added pistol bullet projectile
Fixed arrow & rifle killing via "hunger"
                
                
                
                
             
         
        
            
            
            
                
                Don't bob weapon when not on ground
                
                
                
                
             
         
        
            
            
            
                
                Fixed AI profiler samples not showing up in the profiler
                
                
                
                
             
         
        
            
            
            
                
                Ore resource nodes now all give varying levels of stone/metal/sulfur (instead of just one)
                
                
                
                
             
         
        
            
            
            
                
                Fixed NRE in BaseCorpse.Save
Added BaseEntity.IsValid
Fixed NRE in Builder module
                
                
                
                
             
         
        
            
            
            
                
                Global message "ClientDisconnect" is send to everything when client is disconnecting from server
                
                
                
                
             
         
        
            
            
            
                
                Made animals forest-only again (let's balance forest sizes etc instead now that we're on Unity 5)
Adjusted animal sense parameters
Tweaked AI ticking (not horrible anymore, but not perfect either - performance testing)
Made behaviour tree actions no longer instant
Ignored behaviour tree frequency (load balancing now exclusively being done by AI handler)
Added more profiler samples to AI
                
                
                
                
             
         
        
            
            
            
                
                Fixed dead players not leaving the server when disconnected
Fixed player still visible when ragdoll is created
                
                
                
                
             
         
        
            
            
            
                
                Added trigger to ignore terrain collision to TestLevel
                
                
                
                
             
         
        
            
            
            
                
                Added collider property to TerrainMeta
Fixed TerrainCollisionTrigger gizmo
                
                
                
                
             
         
        
            
            
            
                
                Made some more nature assets use the new standard shader
Deleted some old unused assets
                
                
                
                
             
         
        
        
            
            
            
                
                Started work on deathscreen
Fade into deathscreen (wip)
Randomly drop held item when killed
Switch to third person when killed, rotate around ragdoll
Hide viewmodel when dead
Fixed local player ragdoll being crazy fucked up on spawn because of their local collider
Tried to fix ragdoll LODS, but I don't think it's working that great - will revisit
                
                
                
                
             
         
        
            
            
            
                
                Reverted Alex's broken burlap shirt commit
                
                
                
                
             
         
        
        
            
            
            
                
                added lean left/right animations for all of the player holding weapon animations.
                
                
                
                
             
         
        
            
            
            
                
                Fixed missing textures on menu background terrain
                
                
                
                
             
         
        
            
            
            
                
                Added a few TOD params to geo-temporal atmospheric blending
                
                
                
                
             
         
        
            
            
            
                
                Added motion blur MinVelocity to ameliorate sliding intermittent blur and improve MB quality
                
                
                
                
             
         
        
            
            
            
                
                Fixing tiny oversight in atmospheric blend code
                
                
                
                
             
         
        
        
            
            
            
                
                Removed pvt specific configs from TerrainGen to avoid setting it up in multiple places
Removed UVMIX baking to pvt cache; near and far freqs now reside in separate caches
Improved pvt terrain texturing fidelity close to original non-pvt terrain; UVMIX now done properly and matches original
PVT update: very close to deployment, only a couple bugfixes away; HQ got finer granularity; larger VT support
                
                
                
                
             
         
        
            
            
            
                
                Changed water reflection clear color to equator color
Added GlobalFog image effect for underwater fog (changelog claimed it's fixed)
Added ImageEffectOpaque attribute to GlobalFog for it to render before the water plane
Updated scenes
                
                
                
                
             
         
        
            
            
            
                
                Changed tundra rocks to the darker variant
                
                
                
                
             
         
        
            
            
            
                
                Restored FogVolume for the main menu scene
                
                
                
                
             
         
        
            
            
            
                
                Enabled HTML hardware rendering (test)
Fixed death intro not working
Fixed player_movement leak on death
                
                
                
                
             
         
        
            
            
            
                
                Fixed ItemAction_Replace not working properly if the container was full
                
                
                
                
             
         
        
            
            
            
                
                re-exported Burlap shirt with neckline ( I have a good felling about this one)
                
                
                
                
             
         
        
            
            
            
                
                Re-made burlap_shirt prefab as it was causing the mesh to appear broken.  Obviously some issues with updating prefabs in U5.
                
                
                
                
             
         
        
            
            
            
                
                re-added collision component to burlap-shirt
                
                
                
                
             
         
        
            
            
            
                
                Converted some decals to the standard shader
Converted some particle effects to the custom shader that isn't super bright at night
                
                
                
                
             
         
        
            
            
            
                
                Added skinned mesh collider script
                
                
                
                
             
         
        
            
            
            
                
                reverted burlap_shirt (did the same thing that I did earlier but didn't set the default material to Flesh)
                
                
                
                
             
         
        
            
            
            
                
                Tweaked HTML zoom
Tweaked belt bar
                
                
                
                
             
         
        
            
            
            
                
                re-exported burlap shirt with clean hierachy & added lower torso mesh