125,337 Commits over 4,171 Days - 1.25cph!
Backported useful Time of Day tweak for per-pixel fog from the latest release (can't update due to b14)
EntityComponents can define menus too
Added basic loot crates to radtown test
Changed ResourceContainer to use EntityMenu instead of OnUse
Fixed bug that water-refracted objects would have fog applied twice
sleeping / wakeup animations for rabbit / stag / wolf
Patched in per-pixel fog color proof of concept
Tweaked sky parameters to look better with per-pixel fog
Added hacky fog multiplier to water to tweak the horizon color fit (to be fixed in a better way)
Made ConvarWater toggle the visual checkbox in the material inspector in addition to the internal keyword
some texture polish for log wood set
Tweaked water fog multiplier
Checking in the metal and basic brick buildings - LODs and COL meshes done.
keypad lock status visiblity increased
AnimalAnimation distance scaling
Fixed large woodbox slot count
Fixed ore resource counts
Fixed chick cluck volume
Fixed flesh attack volume
Fixed bug in AIObstacle
Fixed bug in AIObstacleMesh that canceled out the recently fixed bug in AIObstacle #JustProgrammerThings
Server log now shows reason for disconnect
Reorganized animal decision making.
Animals now better at hitting moving targets.
Fixed "server is closing" error
Animal AI no longer uses Behave.
Cleaned up profiler samples.
Fix for maxhealth being clamped to 69 on first life
starthealth is now random range between 50-60
fixed lock/unlock colors being the wrong way around on the keypad
added sleeping functionality for all of the animals
added sleeping sounds for all of the animals
Torch sounds & fixed torch double attack/strike
More profiling
Fixed bushes being bulletproof
Changed how entity position/updates are networked for performance
Fixed loading screen not showing connection progress
Fixed server info modal closing
Foundation mesh on stilts first pass, triangles to come
Check before adding position update
Fixed position issues with 3rd person weapons
Foundation step block changed to stilt type models
Made walls face outwards properly by default
Fixed ore texture
Attempt to fix foundation.step offset and cleaning up a lot of pivot rotations. Adding foundation.triangle update
Added MaxSpawnDistance to effects
Added low quality mode to lerp
Fixed serialization fuckup in StorageBox (fixes capacity)
Added timewarnings to stability system
Added server.compression to turn network compression on/off
Clean up AI profiling a bit.
More low level network message writing
fixed the bug where the bear would sleep FOR THE REST OF HIS LIFE
Created a separate DepletingMetabolismAttribute sub-class for calories and hydration.
Updated to latest Amplify Motion; fixed some concurrency issues
Animals now only do a visibility ray cast on players.
view model animations for the spear (double hand hold)
Animals can now only gallop for limited distances.
Animals now move closer to their real life speeds.
Made animals more sensitive to some damage types
Some melee weapons distribute multiple damage types