128,620 Commits over 4,140 Days - 1.29cph!
Made TreeMesh fall back to placeholder meshes if the terrain doesn't support batching (i.e. is missing the component)
Merged changes from main.
Fixed that TerrainMath would initialize with all-zero terrain dimensions on non-procedural terrains
Let's try not to slaughter poor CPU cycles with Mathf.Pow(x, 2)
Restored normal+height and _generated maps; still used by TestLevel and Menuscene1
Extended TerrainAtlasGenerator to smoothness and specularity; refactored code to reduce redundancy
Updated shaders to show Specularity instead of Specular properties
Removed TestLevel_PVT
Fixed weapon still active after dying on listenserver
Added TerrainCollision to procedural terrain again
Since we have to keep normal+height for now: removed normal-only maps (unused); removed height maps (atlas will just get it from the n+h)
Organizing splats into separate folders
Made terrain extensions never rely on TerrainMeta since that's kind of a circlejerk
Updated atlas gen to handle missing maps; added default values
Updated terrain normal atlas to include specularity
Merged changes from main.
Moved some materials to the correct folder
Forgot to include the LODs for the ribs yesterday. Duh!
Reverted Content to main.
added a running attack for the bear.
* Animals now trot and gallop instead of run.
* Animal attack range is now calculated as the space between the two colliders.
* Animals now deal extra damage to each other.
* Wolves now gallop closer to their real life speed.
Terrain shaders now affected by specularity stored in atlas; specular is still disabled/black in terrain mats, however
Fixed outdated RustNative
Locomotion now handles destroyed move targets gracefully.
Animals now avoid water using TerrainMeta.Math.
Added protection system and multiple damagetypes per hitinfo
baseanimal is now a basecombatentity
basecombatentity tries to work with skinnedmeshcollision (and fails to)
On listenserver we now create seperate client and server prefabs, instead of using one and trying to simulate networking like a dummy
Fixed a bunch of issues with this branch that didn't show up because of the lack of network gap
Cleaner way to turn maincamera off during loading
Calories and hydration may now be configured with a lost per day value.
added another running attack for the bear;
added a random variable so the standing attacks will choose from 3 different attack animations
Fixed building gibs
Improved network update queue with different channels
Merged changes from main.
Copied scripts from animal-survival.
Copied item resources from animal-survival.
Copied Behave-Rust from animal-survival.
Copied prefab resources from animal-survival.
Removed unused animal controllers.
Optimized deep water checks.
Adding raw and cooked rabbit models, textures, and prefabs
DangerInfo classes are now more generic.
Reverted merge from animal branch (please clean up the code as we discussed before merging to main zon)
Cherry picked danger info changes.
Animals now avoid running up steep slopes.
Moved some else comments.