110,890 Commits over 3,897 Days - 1.19cph!
Merged modular procedural generation from main/roads
Protocol++ (network + save)
Made procedural generation fully modular (for exact control over the step order)
Made static decor and monument placement part of the modular procedural generation
Simplified decor system (now only used for dynamic clientside clutter, as it should be)
Added building privilege notices
Changed holdtypes to better match salvaged axe / icepick weapons
Fixed jackets having empty skinned mesh renderers
Updated PlayerModel scene's Terrain game object
Added max depth to PathFinder
Added road and roadside topology
Added loot panels
Fixed not being able to loot player's clothes
Network protocol++
Revised to previous Salvaged axe vm Idle as it has been overwritten
Effects can be broadcasted to everyone on the server (for things like loud explosions)
Fixed infinite loop crash
Can only sprint forwards
Can't melee attack when sprinting
Missing start position randomization
Ambient stings & ambience volume tweaks
improved the blood particle effects
fixed a bunch of wm_ weapons not using the proper 3rd person hold type
Added conditionRepairable to item defs
Added ResourceRef - to reference GameObjects in Resources but translate the reference to a name at runtime. Unity sux.
Placeholder explosion effect for goosey and alex to play with
Small terrain shader property changes; gui changes to match u5a22
Terrain mesh blend shader (wip)
Fixing occasional "samed field name is serialized multiple times" error related to TerrainSplatMap
Add condition info on item icons
Add 'on fire' icon to item icon (when on fire in a furnace or campfire)
adjusted a bunch of view model's idle animations
Updated player wounded anim & .meta
Added FindClosestWalkable to PathFinder (used to find good approximation if start or end point are not walkable)
Unified splat and overlay terrain modifiers
Made paths avoid obstacles like rocks, monuments and rad towns
Kept dynamic resource spawns from dithering out of their spawn areas
Generated loot recepies with new items
base item condition stuff
Added 1st pass player wounded animation
Made paths flatten the terrain around them
Fixed that some monuments could still spawn inside each other
Refactored terrain maps to use 2D and 3D base classes
Added some additional set overloads to terrain maps
Added methods to push / pop the current editing target to terrain maps
Protocol++ (network + save)
Added maxCondition to item def
Don't wipe out the whole stack when eating
Fixed supply drop parachute not closing
Added ThrownWeapon HeldEntity type
Added c4 charge entity
Fixed warnings in ItemIcon