200,849 Commits over 4,171 Days - 2.01cph!
Changed a load of Debug.LogError to Debug.Log so they don't popup the console in dev builds
Fix NRE in server network group startup.
carpal tunnel cliff placement
Added translation for monster_ichthyosaur
Automated Windows Build #724
Fixed broken NPC interaction on the server.
Removed EntityView.Update base virtual method, cache view position in BaseEntity.Position getter
FOR FUCK SAKE improve TAA
FOR FUCK SAKE removing motion vector from unit ghost box for TAA
more westside & mine stuff
Fixed NPC habit of waiting a long time for paths.
Fixed interaction text staying up if a character dies while looking at an interactable.
Test - navmesh generates 4x faster
AI has sight cone, can sneak up behind animals
AI properly runs out of stamina and flees until recharged
wolves/bears are more aggressive
boars/stags only attack when you get too close, then flee
chicken damage reduced
reduced AI popping up/down when walking on uneven surfaces
building parts colliders optimization and import setting corrections
simplification for armored and sheet metal wall type colliders
Put changes on staging branch
Updated paint scene to use player truck
Added Plugins/Facepunch
Enabled exception reporting
Enabled google anaytics
Fixed PC compile errors
Fixed inventory sync from save.
created new grill electricity and 5 spark effects and added to prefabs
Emote defintion SO
Emote DB build tool
Emotes class
removed sparks and combined in to 1 randomised spark effect
removed old grill elec effect
tweaked nitro effect to be on mesh plane
added new sparks and grill elec effects to testcarrig prefab
Removed Facepunch.Performance (doesn't work on 5.4)
correct debug for setfloat anim debug
check to see if actually should set animator float to stop animdebug spam
is freezing sleeping and sitting poses,
added an additive freezing so plays over all anims
Removed missing monobehaviour component on Ground in island-01.
Added some temperature boost to activity related effects.
More informative error output when an attribute type is not found in list of attributes (in stat collection).
Avatar collision
Can now grab a random emote by category
set initial move state to be walk
Pasting a copied stat manipulator caused Vital stat to reset to Attribute. Fixed.
forgot file from last checkin
Map icons can go offscreen
More herbs and mixtures added
Fixed stat manipulator copy paste not setting correct StatClass value
Temperature gauge test
Remade tree prefabs
Press and hold tab to show tribe tracker
Fixed AssetMenu NRE
Removed temperature manipulation in "activity" effects.
Eating cooked meat still gives a minor boost to temperature.
Vital stores ChangeSinceLastTick, which is reset after simulators are executed
Renamed VItal.ChangeSinceLastTick to ChangeSinceLastSimulation
TemperatureSimulator stamina bonus