110,898 Commits over 3,897 Days - 1.19cph!
Added high-pass filtered grass atlas and made it the default to test
This maintains some grass texture color variation compared to the grayscale version
Unified sound file locations (Content/Sounds)
Temporarily changed OS X build to 32bit due to instability issues (revisit with Unity 5)
Disabled automatic material import for weapon models
Moved weapon materials and textures to correct folders
added construct.frameminutes (how long before an inactive frame gets deleted)
Fixed construction layer override also setting socket handles
Building Blocks are now saved/networked properly
Building Block skins now changed properly on clientside
Building shader has _Valid - changes when placement is valid
Added GameObject.ReplaceMaterials( material ) - replaced materials recursively
Added terrain shader singlepass skeleton
Added terrain shader splat utility method
Reorganising entity source files
neatened up foundation frame
Textures and meshes for footprints.
-added the diagonal sprinting / jogging to the player animation controller.
-new animations for sprinting diagonally.
Added Construction Frame layer
Constructed foundations start as frames
Added transform.Identity - to set localpos/rot to 0
Added GameObject.InstantiateChild
Added GameObject.SetLayeRecursive
Construct prefabs now have separate frame/finished
Temporary BecomeGhost, BecomeFrame (this needs to work on server)
Added socket mods
Added socket mod - SphereCheck
Added Guides layer (for ghosts/deployment guides)
Foundation component now can't be placed in collision
Merged changes from main branch
Added Terrain socket
Added Terrain layer (especially for terrain!)
Masively refactored the way constructions use sockets
Builder module now uses a declared building component
Debug: GiveDefaultItems puts shit on your beltbar for easier debugging
Added foundation plan
Fixed orphaned server query callback causing NRE's
Fixed query NRE errors when steam isn't present
Append error to stop of stack trace, so it shows properly in sentry
commiting player animations for when the player is jogging diagonally
Looks like this meta file can be removed
Time of Day update to 2.0.9
prefab files for a bunch of the view models.
Time of Day update to 2.0.8
Code refactoring and formating
Renamed AI test scene and added danger test
Added AIAvoidDanger behaviour
Renamed AIObstacleAvoidance to AIAvoidObstacle
Fixed terrible performance issue
-rest of the pickaxe animations done; Added sound fx to all of the current weapons
Tweaks to better observe server query NRE
Added configurable punishment value to AI obstacles
Locked down ConCommand.Index - index is built on demand
Terrain quality convar
Terrain quality in F2 menu
Automatically add Terrain Quality to procedural terrain
Made AI movement less insane
Tweaked context map default parameters and decision making
Added AI waypoint follow script