127,209 Commits over 4,109 Days - 1.29cph!
merging in : Player corpses won't disappear while you are busy looting them
If you harvest a player corpse until it disappears, a small percentage of items will spew (wip)
Moved lootable corpse over to use RPC's instead of itemcommands
Fixed minor network bug with key locks
much easier to tell if a lock is locked/unlocked now
Added ParentRedirect component
Made tree colliders redirect AI sensing to their parent
Made DangerInfo, ObstacleInfo and TargetInfo keep references to their game object instead of their collider
Changed the AI sensing masks to interest and occlusion
Made AI sensing find trees again
Made the AI danger and obstacle lists guarantee no duplicate entries again
Updated terrain anchors to fit the new dish monument
Only disable material import on meshes on first import (i.e. artists can manually re-enable it for individual models)
Made satellite dish monument use the correct materials
Made asset importing faster by only checking the meta file for meshes
Removed debug speedcheats and spectating
Fixed some compiler errors
retained spectating ability for admins
Fixed some names causing collisions
updated manifest
rabbit attack animations / and another idle anim
Fixed chickens being invincible
rabbit sound effects and prefab
Audio stuff
improved rock sounds
add audio perspective switcher script
tweak audio mixer a bit
update audio randomizer to not adjust unrandomized values
Catch "Crash!!" build errors too
Staggered build starts, more info on task retry
Made LightLOD fade shadows in and out instead of hard-toggling them
Fixed that the lowest two quality settings would disable all dynamic lighting
Fixed locks floating in mid-air when door upgraded/downgraded
Deleted temp.mb files (@gooseman)
Deleted incompatible speedtree
Don't let players place building blocks too far away
Properly setup lighthouse monument scenes
Removed special handling of SceneToPrefab for monuments (i.e. getting the output folder from their tag)
Forced all procedurally spawned prefabs to be inside the autospawn folder
Moved all monuments to the autospawn folder
Added lighthouses to the monument spawn system (spawn rules are placeholders, brace yourselves for lighthouses in rivers)
Protocol++
Converted projectile weapon item to new system
Added generic entity signals
[ItemIDProperty] attribute can now take a category
Animals now update their metabolism and can die from not drinking or eating.
Animals now only search when hungry.
Animals no longer need to drink. Wolves now only animal that needs to eat.
fixed spectator being developer only (admins can now spectate)
added stone, metal floors
Fixed lighthouse recreating the material on library recreate (reverted material names)
Disabled material import on satellite dish collider meshes
Animals no longer use rigid bodies.
modified footstep max distance (can no longer hear them 300 feet away)
made the chicken animations blend smooth when transitioning from the various states.
fixed the chicken not animating in certain situations.
tweaked the chicken sounds so they're a bit more audible. (ie. chicken doesnt have silencer attached to his lips no more)
made sure the right hand prop bone is imported out correctly for the spear animations.
Route all weapon effect sounds through the audio mixer
Lighthouse material clean up.
I'm hoping this fixes the lighthouse materials.
added a stabbing animation for the bone knife and improved the existing ones.
Adding dedicated planner tool
Tools -> Update -> Prefab Scenes