10,607 Commits over 4,413 Days - 0.10cph!
Time of Day update to 2.1.1 prerelease 2
Added graphics.fov to PlayerEyes again
Added basic flee behaviour
Tweaked rock_13 slope offset to make their placement less floaty
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)
Time of Day update to 2.2.1 prerelease 3
Removed ClearFirstFrame (didn't seem to work anymore + bug is fixed by rendering space as a solid black texture at day)
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
Time of Day update to 2.2.1 prerelease 4
Removed lens flare from the lantern (let's try to make it look decent with HDR alone)
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
Fixed friction in character controller sometimes being wrong
Fixed landing event not being fired when landing on a slope
Set max terrain pixel error at lowest setting to 100
Updated physics collision matrix
Made ragdolls ignore player collision
Properly set terrain physic material to fix slippery ragdolls
Fixed skinnedMeshRenderer reference on burlap_trousers not being set
Made ragdolls ignore player collision (for real this time)
Made player ragdoll ignore collisions with player movement
Made the config file load on startup
Deleted some name conflict files that never should have been committed
Updated Steamworks.NET native library platform settings
Fixed missing skinned mesh renderer reference on hazmat_pants
Tweaked player movement (mainly animation events and jump conditions)
Fixed character getting the jumping / landing camera shake for tiny liftoffs (like some fairly flat slopes)
Time of Day update to 2.3.0 prerelease 1
Fixed that the attack behaviour would fall back to the idle behaviour during the attack timeout
Added small mountains back to the temperate biome (experimenting a little)
Protocol++ (network + save)
Time of Day update to 2.3.0 prerelease 2
Made god rays utilize depth values again (Petur... stahp)
Time of Day update to 2.3.0 prerelease 3
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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
Updated RustNative
Protocol++ (network + save)
Fixed error in the menu background scene
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Fixed linker names in RustNative.bundle
Made our custom particle shader implement fog the Unity 5 way
Patched CoherentUILibrary for u5b7
Made ErrorLogger delete error.html files from previous runs
Fixed NRE in AtmosphericBlend
Fixed animals being able to attack targets they can't see
Fixed animal attack range check ignoring height
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)
Added AIObstacleMesh to handle mesh colliders in dynamic obstacle avoidance (unfinished, backup commit)
Made AI test level work again
Removed legacy billboard system
Removed legacy trees
Updated tree prefabs to the correct child object layout (all future tree prefabs should look like this)
Removed some unused scripts
Fixed compile error in AIObstacleMesh (sorry for the suffering I caused you Jenkins)
Changed the way random number seeding works (can now request per-position seeds in a nice way)