127,297 Commits over 4,109 Days - 1.29cph!
added an angry_idle pose for the bear.
Tuned down exagerated pvt parallax mapping
Improved pvt parallax at mid-far distance
NPC now sleep when tired.
Restored custom deferred shader
NPC now return home before sleeping.
NPC now use a fallback to snap to terrain when there is no height map.
Height map fallback now logs a warning.
NPC no longer flip in and out of a sleeping state while sleeping.
NPC homing now immediately succeads if already home.
Homing no longer starts with a perpendicular waypoint if called after an idle period.
Fixed shadow mismatches in transitions from floors/terrains to walls/rocks, caused by ambient lighting SH
Patched terrain shaders to include glossy env reflections, in order to better match other objects like rocks
Disabling message recycling (test)
Enable fps.limit for servers
Temp fix for syringe exception
Removed Google Analytics tooltip attribute and drawer as they override and break the default Unity tooltip attribute
Time of Day update to 3.0.0 prerelease 2
Updated PlayerNameTag and AtmosphericBlend
Fixed cloud shader compilation on Windows
Server logs now go into server identity folder
Server logs use windows newlines
Fixed sometimes reverting to real world time
Fixed base 3 having no collision.
Added dummy implementation of ServerConsole on OS X / Linux
Fixed realm weirdness (caused lock parenting to fail on client + other possible weirdness)
Strip ParticleScaler from server builds
Removed aimcone from bolt rifle
Throw error if Realm not set
Fixed nametag NRE
Fixed NRE in status command
Fixed viewmodel NRE
Fixed NRE in DropItems
Fixed NRE in SendPlayerState
Fixed Locks not saving proper
Made setting up terrain extensions a bit less horrible
Forced TerrainMeta to be present on terrains with extensions
Switched default in-editor compilation settings back to CLIENT+SERVER
Tweaked server console colours
Added TerrainMeta inspector
Save loot contents
Loot regen
Merge fixes
Fixed realm error when moving items in the inventory
Loot boxes can be destroyed (and their contents spilled)
Loot boxes can be respawnable
merging realm fixes from radtown branch
Made SpanningTree capable of handling multiple disconnected subtrees
Fixed shadow mismatches in transitions from floors/terrains to walls/rocks, caused by ambient lighting SH (again)
added boar animations for angry / tired state.
tweaked the bear's angry / tired animations.
Tuned down terrain grass specularity; was more obvious at night with env refl
Add bone fragments to default inventory in unity editor
Picking up an item from the ground shows pickup notice
Tweaked lerp rates
Tree entities + Building Blocks have lerp disabled
EntityFlag_Toggle component uses UnityEvent
Properly mark generated LootSpawn properties as dirty when generating so they save
DropUtil adds some angular velocity too
Time of Day update to 3.0.0 prerelease 3
Tweaked SH calculations to be more in line with default lighting
Set ambient color (used in bottom hemisphere) to the same as the one in default lighting
Temporarily reduced reflection cubemap intensity by 75%
Reapplied reflection probe disable patch for OS X / Linux
First pass at bone knife sounds
Disabled glossy env on terrain shaders; unity seems to fail binding the correct custom cube before rendering the terrain
Tweaked testlevel terrain specular params
Updated the basic shirt to use the metalness version of the standard shader. Also added a detail texture.
Added mid-level jacket models, mats, and prefabs.