33,167 Commits over 4,109 Days - 0.34cph!
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
re-made burlap shirt prefab & added skinned mesh collider
Fixed the colour mismatch on forest 4 billboards.
Refactored grass and decor systems to start spawning after calling Refresh()
Made grass and decor patches always snap to main camera, no need to move the game objects via script
Made Refresh() do a full rebuild if called after already being initialized (can be used at respawn)
Made TerrainGenerator.GenerateTerrain() call Refresh() on static and list decor
Made Client.OnClientFirstSpawn() call Refresh() on dynamic decor and grass
Made static decor rocks get randomly scaled and flipped
Re-added forest rocks (no moss for now, but a slight brown tint)
Removed tons of rock hacks we had to do for Unity 4
Litter box alert: Added tiny clutter rocks to some areas (rock, sand, dirt, forests, underwater, ...)
Protocol++
thompson submachine gun view model rigged up; reload animation done.
Bunch of biome specific environmental parameters. For example, deserts are no longer super cloudy!
Slight snow biome colour tweak.