128,751 Commits over 4,140 Days - 1.30cph!
Disabling water reflections should now give a much higher performance boost
Time of Day update to 2.3.1 prerelease 2
Made ignore.conf more generic with regards to UnityVS files
Time of Day update to 2.3.1 prerelease 3
New branch for item system unfuck
Handle BaseEntity RPC
Add RPC names to GameManifest
set up the prefab for the lantern_wm; unfortunately, i couldnt get it to use hinge physics.
added 3rd person eating animation
Touching MenuBackground + music
Fixed some errors not logging
Key crafting, locking, unlocking
Fixed battery being craftable
Door open/close working
Cleaned up building prefab names
Removed deployed_door item (now redundant)
BaseEntity flags are now networked properly
Toggle lock based on locked/unlocked
Cleaned up protobuffer files
Removed a bunch of debug output
KeyLock/CodeLock save their codes properly
Fixed blueprints sometimes not loading in editor
Added LayoutMapRes parameter to TerrainGenerator
Added Upsample2D method to ImageProcessing
Cleaned up ImageProcessing
Made forest 6 reach a bit inside the snow biome
Added a tiny randomized scale to resources
Code entry dialog
RPC arguments
CodeLock menus
Exported new player gesture anims ( 'you chicken? ' & 'I'm freezing here") & set up clips
Added gesture anims to mechanim, created cold & chicken parameters
made some improvements to some of the 3rd person torch lit animations (so it looks bettter when used with the oil lantern).
tweaked the 3rd person medical syringe animations
tweaked the 3rd person melee hatchet animations (looks a bit smoother and is directed towards teh center)
Time of Day update to 2.3.1 prerelease 4
Filled in server -> client RPCs
Loaded entities now retain their UIDs
Cleaned entity slot code
Entity slots are now saved properly
CodeLock opens numpad if not previously opened
Simplified network UID distribution (to the extreme)
added tools>update>phrases
Updated phrases
Codelock - temprary debug info into local chat
Codelock - temprry flashing light when armed
added a 2 handed eating animation for when the player is eating a huge chewy old piece of meat (something you'd find at the Olive Garden restaurants)
Scene2Prefabs can now set their own target names
Made KeyCodeEntry UI a scene2prefab
Placeholder art for locks
Added sounds for code lock
Fixed hearing animal sounds from 200 miles away
Made player footsteps quieter
For test purposes, give everyone a lock_code on spawn (until we have batteries spawning)
Merging lock code into the main branch
Fixed server compile issue
improved view model hammer anims
Only generate manifest if full defines are set
Added random rocks to temperate and arid open fields
Added rocks to the grass-beach transition
Reorganized terrain-related procedural generation scripts
Added basic idea of a dynamic splat modifier script (backup commit)