244,576 Commits over 3,898 Days - 2.61cph!
basic torso and materials
Ironsights now listens to an animation curve called ironsightstrength
Bolt rifle ironsights zoom out after shot
changed rotation order of shoulder bones on player rig source file
New placement shader and prefabs.
Made AI part ticks distribute more evenly between frames
Server performance tweaks
added pickaxe animations to the Player animation controller.
adjusted the wm_pickaxe model so it's properly aligned with the animations that are currently in place
updated the player animation controller to include rock animations ( idle / deploy / holster / attack )
Basic animal animation controller, speed variable
Fixed position being stomped when running Scene2Prefab
Fixed wolf monument missing wolf
added deploy/holser/reload functionality to the player animation scripts; enabled the overlay_ whenever a holdtype changes
tweaked teh fur shader so the rimlighting is not so harsh at night
Fixed addressing errors in pvt when pages were removed
adjusted position/rotation settings for boltrifle/bow prefab
Added rock deploy / holster holdtype anims
updated player torch meta file
Added initial player hatchett anim source file
Tidied Arc and Biarc up but theres still an occasional bug.
Added the concept of a road which is a lot of sections. They're now processed in a correct order to ensure they match properly and UVs can be created properly.
Made massive improvements to the entire system.
A slight optimisation to sprite rendering.
Implemented rendering to / from a stream.
Added Conditional -> HasItem
Added Action -> LockUnlock
Added order to context menus
Clicking outside of menu now closes it
Can now lock/unlock door when holding matching Key
Added holdtype source anims
Added Bill's door model
Fixed some warnings
Should be able to shoot through doors again
Added global illumination test.
Fixed the sprite shader not loading in builds outside of the editor.
Purged all references to System.Drawing.
Added Conditional -> CanCraft
Added Conditional -> IsLocked
Added Action -> Craft
Conditionals, Test now get BasePlayer
Renamed Item.lockTime to busyTime to avoid confusions
Can craft key from door (key doesn't do anything yet)
Fixed errors when no spawn handler (dev maps)
Camera rotates slightly while looking around.
Corrected screen glare brightness.
Updated scene and prefab.
Removed useless meta file.
Added the ability to test switching control between games by clicking on them.
Fixed a slight oversight related to replacing games in cabinets.
Some cleanup of the game initialization process.
Added Tools->Admin-> updates icons/items/phrases from admin site
Updated icons/items/phrases from admin site
Fixed switching clothes not working when loading from save (buildingtest map)
Increased protocol (itemids changed)
Added new spawnable script to animals
Increased animal density
Reworked the way the spawn handler keeps track of population count to support saving in the future
Included Mattias' CRT shader.
Some project reorganisation.
Building suggestion shader v2