110,897 Commits over 3,897 Days - 1.19cph!
Added placeholder texture for missing splats to fix pointless error logs in dedicated build
Oops, need TestLevelTerrain for the test level :S
Committing these meta files so it doesn't keep asking me to commit them
Merging terrain normal related changes
Changed to straight normal+height packing for less artifacts
Fixing NRE errors popping up on Sentry
fixed some bone structural errors in the deer rig.
updated andre's wolf prefab with my animation controller
ItemContainer no longer derived from ScriptableObject
Wolf prefab now uses Minh's animation + effects
Increased protocol
Made items not be ScriptableObjects
ItemID's are now uint (was int)
Fixed moon being kinda blue
Tweaked LUT blending times
Minor fixes and adjustments
stag rig; stag running animation
Fixed LUT blending bugging around if a time sync from the server sets back the local time
Increased probability for small stones in forests
Made decor spawn system abide per-prefab spawn probabilities
Cleaned up GameManager slightly
First stab at stripping components on the DS
Added kickall
Server Perf logging fixes
Added textures command (lists textures)
Added LZ4 compression lib + wrapper
Added server perf.csv spitting to server
Scene stuff. More snow rocks.
Attempt at fixing motion blur resize issues
Fixed assert in Item.RemoveFromWorld()
Removed Tick
Fixed fire gobbling too much wood
Added overlay refresh to TerrainMeta
Applied Petur's sky tweaks to prefab (so that it's applied in all scenes)
Set overlay textures in procedural scene
Scene stuff. Splitting rocks into snow & no snow.
Fixed NRE when user disconnects during auth
Attempt to keep the dedicated server from loading any terrain textures
More specific profiling on TransformChangeMonitor
Added build version in DS title
Tweaked the sky, and fixed a campfire material.
Now using Engine.IsDedicatedSever instead of .batchmode
Breaking Transform Monitoring into buckets
Keep the console at native res
Fixed infinite loop in FormatMemory
Added gc.collect
objects command now shows memory usage
Fixed terrain overlay texture index calculations being slightly off
Refactoring
Unified network position lerping, less shitty