127,288 Commits over 4,109 Days - 1.29cph!
Added server.compression to turn network compression on/off
Clean up AI profiling a bit.
More low level network message writing
fixed the bug where the bear would sleep FOR THE REST OF HIS LIFE
Created a separate DepletingMetabolismAttribute sub-class for calories and hydration.
Updated to latest Amplify Motion; fixed some concurrency issues
Animals now only do a visibility ray cast on players.
view model animations for the spear (double hand hold)
Animals can now only gallop for limited distances.
Animals now move closer to their real life speeds.
Made animals more sensitive to some damage types
Some melee weapons distribute multiple damage types
added some damage debug calls
Merged changes from main.
Animals spawned at the same time no longer try to think all at the same time.
added missing torch damage type
AIHandler now tries to run the same amount of ticks every cycle.
fixed a bunch of view model animations looking too "floaty".. like how the victims of the Titanic floated on the top of the atlantic ocean.. terrible tragedy
Pickaxe sounds, first pass
added new firing animations for weapons that have aiming down the sight
made a change to ironsights script that would set a variable in the view model's mecanim state machine specifying whether the gun was in ADS mode or not.
changed the firearm mecanim state machines so they use the new ADS animations for firing / idle
tweaked the amount of shaking when firearms are shot.
Fix click in pickaxe strike sound
fixed a gap in floor piece
null entity check in SaveAll (something weird is happening)
Switched networking to use times instead of ticks
Added server.fakelag
Added sever.fakeloss
Made lerping more sophisticated
Fixed RemoteLog serialization
Protocol++
Fixed ddraw.boxes all being white
Stairs block, both for foundation steps and slanted half block - Behold the stairy rooftops!!
Fixed missing damagetype on pickaxe + balance
Refactored terrain modifier system
Added terrain height modifier
added 1sr set of material examples to the shader test scene.
Ops, re-enabled AIHandler trottling.
Merged changes from main.
Quick and dirty scale tweaking on the lighthouse. Not final.
Bunch of clientside profiling
When loading a HeldEntity, reset the owner
Better behaviour for disabled entities
Animals now accelerate.
Fixed and balanced endurance hunting.
Reduced amount of predator animals spawned.
Animals now tend to flee further.
Animals will now think more frequently if they are moving quickly.
finished the view model anims for the 2handed spear.
sounds and prefabs commited as well
recoil basics (not working)
Fixed assertion weirdness on server startup
Fixed Lerp not lerping when far away
Attempt to fix "NetException: This message has already been sent!"
Made the work queue class generic
Fixed stability system huge freezes
Warn if loading an entity takes too long
Fixed bug in amplify motion not using native code; should be faster now
Fixed pvt parallax mapping; wasn't working before
Tweaked pvt init order to avoid undefined/black data when swapping from/to non-pvt
Changed way pvt blends into base pyramid; now a bit sharper at mid-distance
Increased pvt prepass resolution for sharper pages; doubled pvt cache size in fantastic and beautiful quality modes
Updated native libs with latest changes