127,288 Commits over 4,109 Days - 1.29cph!
Log noise fallback message if in safe mode as well
Cherry picked commit #5023 to main
Rebalanced drop tables
hazmat suit now makes you take more damage from attacks
Merge into Main! Completely new lootspawn system that spawns barrels and stuff and rebalanced lootspawn entirely
Much better normal and heightmap for terrain_dirt. Aka stones.
Quickfixed forest normal and heightmap.
Improved tundra normal and heightmap.
Fixed cave exploit that would allow to get inside a mountain
Fixed random scale not being applied to tree meshes that spawn directly into terrain batching (without prior placeholder)
Fixed random scale not being applied to tree meshes that spawn via network
Increased the random scale range on all bushes
Merge from bushes-everywhere
Protocol++ (network + save)
OnEnteredVisibility bug (bill)
Network CreateEntity bug
Made terrain map bakes store PNGs instead of Unity assets
Fixed me calling native simplex noise methods in the managed composite noise methods like an idiot
adjusted drop rates of barrels/crates to be less generous
radtowns will no longer be chock full of stuff upon server load
Prefixed native calls to prevent accidental usage in the future
AISense debug gizmos now show overlapshere casts.
Stripping out coui
Added VariableRefrence
test change with tool cupboards, they no longer block building ( but are required for demolish, rotate etc)
Missing files for new sound system?
Fixed bug in OnEnteredVisibility
Waypoint.CreateRandom now tries to pick using TerrainFilter and falls back to an unfiltered point.
sadly reverted change to tool cupboards, they now block building again ( until we're ready for this change )
fixed bug with tap strafing causing massive amount of footsteps being spawned.
Updated Lidgren to latest
Tweaked variables
Added parallax to atlas terrain shader highest quality mode
Added "Apply" button to TerrainSplatMapInspector; will write currently assigned spat/control maps into terrain's alphamaps (meant for import & edit)
Got legacy terrain shader (8 splat), and procedural terrain shaders, ready for real-time editing avoiding addpass
Switched TestLevel to atlas-based legacy terrain shader (8 splat); added TerrainPaint scripts for real-time editing
Swizzled TestLevel splat/control maps to match procedural (aka standard) atlas ordering
Replaced the barely noticeable splats thumbs with icons to terrain edit inspector; for quicker splat identification and selection (may be customized by the artists)
Pushed my terrain code into andre's closet (just a couple files)
NPCSteering no longer ignores obstacles approached from above or below.
ban.banid commands now respond with confirmation + information if already banned
Added unbanid <steamid>
Tweaked network lerp
Fixed ForcePositionTo not having the intended effect
AIDanger intensity can no longer be higher than AIObstacle intensity.
Added removemoderator
Added removeowner
Increased AIDanger intensity.
Server timeout tweaks
Fixed compile error
Moved editor code to place where editor code should be; ma bad
Use unacknowledged message count to work out if we're congested
NPCSteering interests < dangers < obstacles.
Should fix item warnings on server load