128,752 Commits over 4,140 Days - 1.30cph!
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)
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Can set developer convar on server
Fixed logic error in RPC_Server.MaxDistance
Disabled PVT and water reflections by default (perf)
Updated to coherentui 2.5.0.0
No need to build manifest in build process, it's done in a seperate call now to force defines
Made TerrainSkin support (kinda) dynamic splat adjustments
fixed some alignment problems with the 3rd person eating gestures.
added various sound fx for eating.
test animation for first person eating.
Some crystal & ice files.
Fixed the speedtree animations (or lack of) - and the thing that was ruining our branch and leaf density.
Added TreeEntity (so we can specifically optimize trees)
Replaced ent.sourcePrefab string with prefabID (a hash of the string)
Added ent.KookupSourcePrefab() (to get the prefab name as a string)
Updated prefabs with new ID
Hide prefabID in inspector
Moved tree stumps to their own prefabs
Don't delete the spawnhandler on a listen server
Tree layer (for perf tests)
Not moving trees into Network heirachy seems to fix group < errors
Changed network rotations to send as vectors
Don't send trees in every snapshot - only the first one
Don't send a full snapshot when spawning dead
baseNetworkable.networkOwner not used for anything
Added 1st pass player 'pickpocket' anim & set up clips
Set up pickpocket mechanim states & added 'loot' parameter
Added TerrainColor and TerrainColorModifier
Refactored TerrainOverlayModifier and TerrainSplatModifier
Made terrain modifiers get applied in Awake()
Merged TerrainColorModifier and TerrainSplatModifier as they should be used together
Added some rocks that set their underlying splat to dirt to test the whole thing (I know it still looks kinda horrible)
Added gizmos to all terrain modifiers
Made all terrain modifier radii scale with the y object scale
Fixed TerrainGenerator client / server init fuckup
Added network compression
Merging tree-sync-experiment to main
Small menu fix, and removing temp tree files.
1st person eating animations
Added player looting anim & set up clips
Fixed compile error
Throw exception on compile error
Fudged menubackground to avoid compiling GI (because it crashes the build server)
Fixed warnings
adjusted positioning of the 1st person eating animations
Fixed naked player normal map glitch.
Quick fix for stuff trees etc notspawning on servers
Fixed network compression size threshold on broadcast
Fixed defaulting to shitty quality
Fixed not being able to hit trees
Fixed gesture animations playing by default.
Fixed NRE in DamageIndicator
Made tree colliders convex or converted to capsules (perf, memory)
changed clips for player gesture anims
Added DontBecomeSolidWithPlayerInside
Fixed exception when loading old save
Updated quality settings (LOD bias now [1.0, 0.5] with linear falloff from best to worst)
Minor terrain generator cleanup + comments to stop the stupid future me from screwing it up
Made lock code spawnable with existing items (temporary)
Updated scene2prefab, phrases
Temporarily disabling EAC for osx/linux (until EAC for osx/linux works properly)
Completely disabled PVT to fall back to the texture atlas terrain shader
re-added player gestures to mechanim & deleted unrequired params