248,774 Commits over 3,959 Days - 2.62cph!
Moved grass impact effect prefab to right place
Added right click plan switching, makes building less terrible
Added profiler blocks around all server raytraces
Transform monitor tweaks, report
Made rocks no longer use LOD1 as collision mesh clientside
Started right click build component menu
New collision meshes for the big trees. Fixed some branch color mismatch.
Rock 10, you've been bad. Get in line.
Large rocks are no longer blurry. Set proper LOD ranges for all rocks. Adjusted rock 11 to look more like the intended cluster, as opposed to a single rock.
all the .wav files for the bear sounds
improved some of the bear animations; Also added sounds for all of the bear anims;
Added test ceiling part and basic door
Updated Building parts texture.
Added tick number to network messages (not used for anything yet)
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Added procedural virtual texturing terrain code
Fixed issue with loot window
Warning when transform changes (a lot) with collider and no rigidbody
Don't know why this exists, deleting
Changed all TerrainMath.GetHeight overloads to be in world space coordinates
Made resource spawn faster in the TerrainGenerator test scene
Added min and max height to spawn filters
Added water rocks
Tweaked TransformChangeMonitor for speed
Dropping items now throws them forward out of the players eyes
Fixed incorrect use of Random.Range in arrays with ints
Fixed dropped items colliding with player
Tweaked 3m Stairs so they blend link to a second set of stairs stacked.
Adding UnityVS (hopefully this won't fuck Andre on osx over)
Fixed prefab preprocessing system trying to destroy itself in-editor
Added generic prefab preprocessor system
Added serverside MeshToBoxCollider preprocessor to rocks
Fixed server NRE's in NetworkSleep
Profile triggers
Use shitter physics on server
Improved LOD transitions on the big fat trees.
Added World layer to the Convar toggle script. Tweaked clouds slightly.
Added horizon clouds layer, nothing fancy right now. Extended far clip plane to 5000 and adjusted fog density.
further work on player torch anims
changed ignite anim to end in new lit torch pose
Added lit_idle for torch view model (source file)
Improved rock spawn rules
Added stairs
Added Scott's temporary placeholder models
Changed foundations test object to be 3m tall.
Added hotspot snapping for area placements
Foundations are now flat again
Added windows and doors
Fixed headshots sometimes not working
updated run_forward source anim with latest version
added some new boar animations ( screaming / Shake mud off body ); tweaked some existing boar anims
Working on player torch anims