255,087 Commits over 3,990 Days - 2.66cph!
removed sin wave time on court grass, allowing dust mask image to affect alpha
Updated shot table for improved forehand volley
Fixed terrain atlas set not saving slots
Fixed terrain atlas generator not forcing read/write texture import settings
Updated ProfileProceduralMap
Forced alphabetical order when spawning decor types
Protocol++ (network + save)
Converted TerrainTreeBatch to the new fast getter and setter in b20
Made clientside tree placeholders move when their owner entity is moved (fixes trees at origin, invisible trees)
Applied adjustments to the spawn handler object in the procedural map scene to the spawn handler prefab
Added Login dialog and game uploading
Fixed how AI decisions calculate target intensity.
Started refactoring AI decisions.
tired / angry state animations for the wolf idle/walk/run
added flinch animations for the wolf.
Change torch attack sound when lit
Switched noise generation to managed backend (debugging)
Missing changes from ak74u first pass
Adjust waterpipe shotgun attack volume
Modified melee ranges to be shorter (and spear to be slightly longer)
Increased melee cone for spears again, decreased melee cone for rocks
fixed key lock status not showing
key lock is default blueprint
Fixed errors in PlayerModel scene
First pass at ak74u sounds
fixed player not moving his feet when taking really quick short steps.
Added initial WIP Ape serve idle (source)
[racer] Made tracks more complex again, fixed occasional unintentional hairpin turns.
Disabled world checksum kick, logging instead
[racer] AI tweaks and made tracks more smooth.
Updated WW scene, added amplify motion and spline stuff
[racer] Fixed rubber banding actually slowing down your opponents.
[racer] Camera follows cars that have yet to finish after the player completes the race.
RustBuilder - log exitcode with log file extract
Always log checksum if in-editor
[block_party] Replaced music track with an MP3.
Made procedural generation modular so that each part can be used standalone
Forced GameManager prefab lists to be sorted by name for cross-compile consistency
Fixed some blueprint weirdness
polished outer ring (adam), unwrapping inner ring