110,878 Commits over 3,897 Days - 1.19cph!
adjusted positioning of the 1st person eating animations
Fudged menubackground to avoid compiling GI (because it crashes the build server)
Fixed warnings
Fixed compile error
Throw exception on compile error
Added player looting anim & set up clips
1st person eating animations
Small menu fix, and removing temp tree files.
Merging tree-sync-experiment to main
Added network compression
Fixed TerrainGenerator client / server init fuckup
Added gizmos to all terrain modifiers
Made all terrain modifier radii scale with the y object scale
Merged TerrainColorModifier and TerrainSplatModifier as they should be used together
Added some rocks that set their underlying splat to dirt to test the whole thing (I know it still looks kinda horrible)
Made terrain modifiers get applied in Awake()
Added TerrainColor and TerrainColorModifier
Refactored TerrainOverlayModifier and TerrainSplatModifier
Set up pickpocket mechanim states & added 'loot' parameter
Added 1st pass player 'pickpocket' anim & set up clips
baseNetworkable.networkOwner not used for anything
Don't delete the spawnhandler on a listen server
Tree layer (for perf tests)
Not moving trees into Network heirachy seems to fix group < errors
Changed network rotations to send as vectors
Don't send trees in every snapshot - only the first one
Don't send a full snapshot when spawning dead
Moved tree stumps to their own prefabs
Hide prefabID in inspector
Added TreeEntity (so we can specifically optimize trees)
Replaced ent.sourcePrefab string with prefabID (a hash of the string)
Added ent.KookupSourcePrefab() (to get the prefab name as a string)
Updated prefabs with new ID
Fixed the speedtree animations (or lack of) - and the thing that was ruining our branch and leaf density.
Some crystal & ice files.
test animation for first person eating.
fixed some alignment problems with the 3rd person eating gestures.
added various sound fx for eating.
Made TerrainSkin support (kinda) dynamic splat adjustments
No need to build manifest in build process, it's done in a seperate call now to force defines
Updated to coherentui 2.5.0.0
Can set developer convar on server
Fixed logic error in RPC_Server.MaxDistance
Disabled PVT and water reflections by default (perf)
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Added random rocks to temperate and arid open fields
Added rocks to the grass-beach transition
Reorganized terrain-related procedural generation scripts
Added basic idea of a dynamic splat modifier script (backup commit)
Only generate manifest if full defines are set
improved view model hammer anims
Fixed server compile issue
Merging lock code into the main branch
For test purposes, give everyone a lock_code on spawn (until we have batteries spawning)
Added sounds for code lock
Fixed hearing animal sounds from 200 miles away
Made player footsteps quieter
Placeholder art for locks
Scene2Prefabs can now set their own target names
Made KeyCodeEntry UI a scene2prefab
added a 2 handed eating animation for when the player is eating a huge chewy old piece of meat (something you'd find at the Olive Garden restaurants)
Codelock - temprary debug info into local chat
Codelock - temprry flashing light when armed
added tools>update>phrases
Updated phrases
Filled in server -> client RPCs
Loaded entities now retain their UIDs
Cleaned entity slot code
Entity slots are now saved properly
CodeLock opens numpad if not previously opened
Simplified network UID distribution (to the extreme)
Time of Day update to 2.3.1 prerelease 4