10,922 Commits over 3,959 Days - 0.11cph!
Removed legacy billboard system
Removed legacy trees
Added AIObstacleMesh to handle mesh colliders in dynamic obstacle avoidance (unfinished, backup commit)
Made AI test level work again
Refactored prefab preprocessing system (is now an interface any component can implement)
Only allow prefab preprocessing of any sort if not inside the editor (better safe than sorry)
Fixed animals being able to attack targets they can't see
Fixed animal attack range check ignoring height
Fixed NRE in AtmosphericBlend
Made ErrorLogger delete error.html files from previous runs
Patched CoherentUILibrary for u5b7
Made our custom particle shader implement fog the Unity 5 way
Fixed linker names in RustNative.bundle
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Fixed error in the menu background scene
Updated RustNative
Protocol++ (network + save)
Made players walk and sprint slower backwards than forwards
Slightly nerfed jumping on slopes (last ground speed = max air speed)
Fixed that the landing head bob was being played when leaving water
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Time of Day update to 2.3.0 prerelease 3
Made god rays utilize depth values again (Petur... stahp)
Time of Day update to 2.3.0 prerelease 2
Added small mountains back to the temperate biome (experimenting a little)
Protocol++ (network + save)
Fixed that the attack behaviour would fall back to the idle behaviour during the attack timeout
Time of Day update to 2.3.0 prerelease 1
Fixed character getting the jumping / landing camera shake for tiny liftoffs (like some fairly flat slopes)
Tweaked player movement (mainly animation events and jump conditions)
Fixed missing skinned mesh renderer reference on hazmat_pants
Deleted some name conflict files that never should have been committed
Updated Steamworks.NET native library platform settings
Made the config file load on startup
Made player ragdoll ignore collisions with player movement
Made ragdolls ignore player collision (for real this time)
Fixed skinnedMeshRenderer reference on burlap_trousers not being set
Updated physics collision matrix
Made ragdolls ignore player collision
Properly set terrain physic material to fix slippery ragdolls
Set max terrain pixel error at lowest setting to 100
Fixed friction in character controller sometimes being wrong
Fixed landing event not being fired when landing on a slope
Added nerfed jumping when on sliding ground (helps when you got stuck)
Made movement speed get reduced with increasing ground slope (intensity of this can be adjusted on the prefab)
Tweaked capsule collider height values on the player movement prefab
Removed lens flare from the lantern (let's try to make it look decent with HDR alone)
Time of Day update to 2.2.1 prerelease 4
Made gravity handling completely custom for player movement (allows for stair handling and properly removing drifting)
Added sliding and swimming property to player movement for better checks for those states
Removed ClearFirstFrame (didn't seem to work anymore + bug is fixed by rendering space as a solid black texture at day)
Time of Day update to 2.2.1 prerelease 3
Improved terrain height mountain blending
Improved underwater topology
Changed hill / lake noise parameters
Slightly increased valid range of the terrain feature scale
Protocol++ (network + save)
Tweaked rock_13 slope offset to make their placement less floaty
Added basic flee behaviour
Added graphics.fov to PlayerEyes again
Time of Day update to 2.1.1 prerelease 2
Tweaked fall animation time threshold (fixes that it randomly occured when running down slopes)
Giving continuous collision detection for character movement a try
Fixed that some view models would cast shadows onto the world
Fixed that rock_01 was sometimes spawned midair
Removed redundant flip option from rock_08