127,271 Commits over 4,109 Days - 1.29cph!
Renamed OnHit to OnAttacked
Fixed players being killed after they respawned from attacks they sustained while alive previously
Added BuildingTest scene - loads a saved building to test building component changes
Oopsy, the save wasn't loading
Use InvokeAtomic to refresh conditional skins, so it only gets called once instead of once per surrounding skin
Updating building test save
Fixed rock shader being too dark
Color matched (ish) sand rocks
Set shininess on all rock materials
Added server.ip variable (to bind server to specific ip)
Color matched all rock materials (some got screwed up again by the most recent shader fixes)
Reduced rock count slightly
Protocol++
Re-organising builing assets.
changes to hold type anims & world meshes for correct weapon placement
World model attachment bone now defined by the weapon itself
reset positions of all world model weapon prefabs
Changed terrain minimum pixel error to 5
Nuekd some random FBX and building materials. Updated new log building pieces.
re-export torch world model & edited bow prefab
Killed a couple of ugly ferns, and committed some shrub wips so I don't lose them again!
Added 3x3 shack and front corridor walls
Shrub textures and a little cleanup.
Fixed bad translucency on forest 4's.
Building part skin sets now work
Added first draft floor, window and stairs for the log building set.
made some changes to the player animation state machine; added prone/crawling animations.
More light tree and shrub files
player animations for attack / deploy / reload while holding a rifle.
changed the player animation state machine so each of the weapons have their own overlay sub state.
Window piece was mistakenly overwritten, commited new prefab
Procedural map fully supported and running procedural virtual texturing
Added a dev layer toggle console commands
Ensured that all decor objects are on the world layer
Moved clouds and auroras to the sky layer
Moved water fog volume to the water layer
Simplified conditional models system
Added conditional edges for window, door
Wolf corpse now gives animal fat
Voice recording HUD notification
Fixed voice playback not always working
Preparing test level materials for merge into main
Merged procedural virtual texturing
Added end caps to wall, window, door components
Enabled procedural virtual texturing in TestLevel_PVT (fully enabled) and Procedural Map (toggle in terraingen) scenes
Minor tweaks to the terrain generator configuration