244,529 Commits over 3,898 Days - 2.61cph!
Fixed shaky ball on Igor serve
Added some temporary sound effects
- Workerbots now use their cutting effect tool in random bursts
- Placed some workerbots throughout areas of 1-1
Changed weather blending to use ingame time
Added day, month and year convars
Added addtime console command (addtime 1 adds 1 day, addtime 1:00 adds 1 hour)
Added Lion-El backhand volleys & events
Dropped items combine and stack on collision
Updated test scene for frontend
Fixed greenbox scene
Moved Spawn/Decor/Grass assets into Resources/Settings/World
Updated Candelight Handles (maur
New frontend scene. Adjusted character shader and character materials.
added correct water normal texture
added temp texture to water normal
Added CraggyIsland to the standalone build (can be used as a minimal testing ground for quick server tests)
tweaked background trees to be a bit more visible and starting to pull in a skybox colour more for depth
changed all lights in scene to ignore celeb cam and celeb cam right
Added TerrainCollision to CraggyIsland
Check if a building part is inside a solid segment of the terrain collider and prevent placement if that's the case
TerrainConfig ref stored in BiomeSettings, updated ZoneEditor to make sure any TerrainMeta components in children have their config refs updated when changing Biome
Fade out furnace light sources as well when fading out their shadows
Added distance bias to LightLOD
Rain overlay takes water and wetness into account
Rain and snow particle effect color tweaks and collision optimizations
Rain overlay needs some time to fade out when looking back down
Biome fog density is multiplied with current weather fogginess
Lower default fog density in the arctic biome around noon
Players get wet when it's raining
Calculate water catcher gathering rate from fogginess (condensation) and rain / snow (precipitation)
re-exported trees and background trees material to hopefully fix broken issue
re-exported broken plastic files (trees, water)
added "temp" layer for ian
tweaked animal animation speeds.
merge from main/distantbooms2
Only calculate the distant sound crossfade on sound init for now
Distant gunshots and explosions round 2
Forgot the implementation of the ambience wind intensity check
Tweaked weather transition speeds
Added wind intensity range to ambience
Fixed bootstrapping taking a very long time on OSX
FloraPrefab OnEnable stuff removed, new FloraPrefabs and RockPrefabs now register with ZoneSeasons for their material setup
SpawnHandler tick now measured in TOD Hours (using TOD_Time.OnHour)
Removed TerrainMeta Awake() logic, Init now called from the parent Zone
Added Pine Tree Item + Resource asset
Spawn tinkering