125,413 Commits over 4,171 Days - 1.25cph!
Adjusted box placement guides
You now receive more than 1 bullet per craft session
Protocol++
missing wood box prefabs
Increased base footstep volume
Fixed terrain footstep sounds when inside
Added footstep layermask
footsteps are louder in general but quieter when crouching
Bundle creation using the new system - but running into "hash collisions were detected" errors
A greasy script that tries to remove duplicate textures and re-route the id on materials
rabbit animations for running / idling
fixed the bug where footstep effects would continue to play (for a couple of seconds) after the player stopped crouchwalking.
fixed the prop bone for the 3rd person spear animations
Adding Duplicate Content script to trunk
Deleted 600mb of duplicated textures
Added sound to furnace
Lowered campfire hurt damage
Fixed bug with lantern on material
box damage (basic)
Updated how entities are network spawned, updated with a queue system per player. This allows us to network entities per player, and should also prevent floodouts caused by large snapshots.
Implemented limited networking
Fixed melee sometimes not registering, doh
Replaced Unity water with custom water (disabled reflections and quite limited atm, but it's a solid base and will get better over time)
Spiral now responds to obstacles.
eating grass / hopping animation for the rabbit
Animals now search the environment using a spiral pattern.
Test spiral now resets if it runs out of area to search.
Fixed radius gametrace not hitting "hitboxes" (melee is better)
increased health of storage boxes
Fixed bugged out material for large storage
Merged in
Made campfires less deadly
Added audio to furnace
Destroying a crate makes it spew its contents
Fixed melee not registering under some conditions
Fixed gametrace not using spherecast on "hitboxes"
Fixed lantern material
increased storage box health
Arrows have a sound, slight trail, and are much faster now
Improved how animals avoid deep water.
Animals now reset their search pattern when they run out of space.
made some tweaks to the rabbit run/walk and idles
Use old generation method
Updating the fbx files for the satellite
Updating satellite dish prefab
Made mesh obstacles bake their info to scriptable objects
Made tree colliders automatically get moved to the tree layer when updating their prefabs
Updated all the meta files to b14
Made spawn rules for players easily configurable on the spawn handler prefab
Made players always spawn on beaches in the temperate biome
Shaders in asset bundles now work
Player corpses won't disappear while you are busy looting them
If you harvest a player corpse until it disappears, a small percentage of items will spew (wip)
Moved lootable corpse over to use RPC's instead of itemcommands
merging in : Player corpses won't disappear while you are busy looting them
If you harvest a player corpse until it disappears, a small percentage of items will spew (wip)
Moved lootable corpse over to use RPC's instead of itemcommands
Fixed minor network bug with key locks
much easier to tell if a lock is locked/unlocked now
Added ParentRedirect component
Made tree colliders redirect AI sensing to their parent
Made DangerInfo, ObstacleInfo and TargetInfo keep references to their game object instead of their collider
Changed the AI sensing masks to interest and occlusion
Made AI sensing find trees again
Made the AI danger and obstacle lists guarantee no duplicate entries again