127,293 Commits over 4,109 Days - 1.29cph!
Forest ground texture no longer gives me eye cancer.
4x bullet impact effects on 3 material types. Previews added to TestLevel.
Getting the test branch up to date.
Moved test rock group to its own folder, it'll need more advanced handling
Added SeedRandom.Value (returns 0-1)
Updated rock prefabs (still needs work)
Added min/max rotation and offset to decor spawn system
Fixed particle effects possibly being recycled too soon
Update entity's network group immediately if parent changed
Player ragdolls are now made of flesh
Added ImpactParticles dev scene (for Petur)
Moved Petur's impact particles to Resources/Prefabs/fx/impacts/
Added collider.GetMaterialAt( pos )
Stop the boar model importing its materials
Moved all of the new world prefabs to the world layer
Added SceneToPrefab system (see readme for details)
Fixed NRE in UpdateNetworkGroup
Fixed Bill killing himself
Updated the menu scene a bit
Fixed impact FX orientation
Reorganized some texture locations
Fixed effects breaking if destroyed first entity spawned
Hit effects now use material type hit
Melee attacks use bullet impact effects (temporary)
Fixed effects sometimes being parented to something random
Pool all Physics material names on server startup
Added input.sensitivity (mouse sensitivty)
Added input.flipy (flip y axis)
Removed world layer from water reflection, it'll kill us with the new amount of rocks
Added TransformUtil overloads that take a LayerMask
Added resource layer, put all resources on that layer and added it to the wolf obstacle mask
Added an insane amount of rocks
Added placement check layer mask to the resource spawner
Made rocks spawn dynamically around player (reduced loading time and memory usage, triggers some PhysX refreshes though)
Dialed back bush count a little (I think I went a little overboard there)
Tweaked some highpass ground textures for stronger blacks.
LODs for boar/wolf/stag; run animation for boar
Removed NetworkSleep from rock prefabs (they're not entities)
Fixed bug in DecorPatch that caused clusters to spawn outside the patch bounds
Made a few things to prefabs that were per-scene objects up until now
Tried more rock spawn experiments
Made Andre all fuzzy and it took ages.
Fixed GameManager ignoring adjusted per-prefab probabilities in some overloads
Added all layers to spawn handler placement check mask
More randomization on impact effects. Larger impact plumes, for greater long distance visibility. Aurora shader changed; Now bi-colored, and slightly more dynamic. Minor TOD tweaks.
Extended TerrainMath by world space getters
Refactored TerrainMath and TerrainMeta
Optimized initial resource spawn performance
Tweaked bush spawns and billboard lighting
When sending effects attached to an entity, use the entity's network group
Clear holdtype if sleeping
Swap item positions by dropping on other items
Added resource layer to collision_setup masks
Fixed possible NRE in AI code
Fixed holdtype not being networked properly
Fixed stringpool error if string is null
Fixed attached effects position weirdness
Fixed networked effects normal being wrong
Removed debug: LOADED PLAYER STATE LOL
Fixed bolt rifle shoot smoke velcocity craziness
This should fix EAC kicking family borrowed accounts
Fixed awesome server crash when dropping an item on itself
Fixed bolt action attack sound being incredibly loud
Added torch viewmodel anim exports (ignite / attack / combo / extinguish)
added placeholder torch world model
couple of attack animations for the boar; a flinch animation
Diagnosing network jumpiness