127,288 Commits over 4,109 Days - 1.29cph!
Simplified Scene2Prefab to reference GameObjects instead of pathnames
Can have multiple Scene2Prefab's per scene
Scene2Prefab's don't have to be root objects
Translate initializes automatically on first use
Added Transform.GetSiblings<T>()
Server browser WIP
Added LocalizeText component (for localizing a UI.Text)
Changed torch animator so both lit & unlit states work on one layer
Updated torch vm anims, changes to anim controller
Fix lit torch attack not playing strike effect
Refactored how GameManager works (to remove Realm usage)
First version of custom environment Standard shader with CryEngine-style "Blend Layer" support
redid all of the animals' mecanim state machine. They transition to/from each state much smoother now (no more snapping from sleep --> awake)
Fixed the riduclous amounts of shininess on the chickens. They no longer look like they came out of a Lady Gaga video.
Increased terrain resolution (4x)
Added proper segmentation to heightmap generation
Added dunes to heightmap generation
Increased forest density, frequency and size
Increased valid noise seeding range
Optimized checksum generation
Fixed a bug where new animals would immediately starve to death.
adjusted some preventBuilding radiuses
updated sleepingbag model
Added decision states to AI prefab.
Merged changes from main.
Set up AI decision curves.
PrefabPreProcess only process prefabs (in editor)
More UI progress
NPCAI now uses Decision.State.
Loading screen redux
Don't spam commands into the console when loading config file
AISense once again uses structs.
Updated mid-level jacket to work better with underlying layers
Added long-sleeved t shirt model, textures, and prefabs
Fixed animal sense properties.
Made a better generic rust texture for blend layers
StandardBlendMaskShader: added separate UV transform for blend-mask/height map
Tweaked dune noise
Tweaked hill frequency and amplitude
Tweaked forest frequency and size in the arctic and arid biomes
Slightly reduced size of the arid biome
Tweaked checksum calculation
Tweaked heightmap parameters
Protocol++ (network + save)
Furnace more expensive, torch default item, removed leftover common blueprints from loot tables
Added verification (+ fallback) of the set terrain resolution to the terrain generator
Fiddled in the new sand texture because the old one is killing me
RemoteLog.IsReady not longer crashes without a RemoteLog singleton.
Temporarily disabled distance from center and elevation data in NPCSurvey.
Giant satellite polish - near final visuals
Added tool to embed asset inside other asset
Serverlist progress
Localize component now adds to phrases
Updated phrases
Giant satellite generic door texture
AIDanger are now cleared every update.
improved the 3rd person running w/ rifle animations. They look much more natural now.
Tried to make AISense more shallow.
Converted Option to a struct.
AITarget once again uses a constructor.
Fixed Windows build being completely fucked
Protocol++ (network + save)
Server browser sorting, history, joining