108,255 Commits over 3,867 Days - 1.17cph!
Staggered build starts, more info on task retry
Catch "Crash!!" build errors too
Audio stuff
improved rock sounds
add audio perspective switcher script
tweak audio mixer a bit
update audio randomizer to not adjust unrandomized values
rabbit sound effects and prefab
Fixed chickens being invincible
rabbit attack animations / and another idle anim
Fixed some names causing collisions
updated manifest
Fixed some compiler errors
retained spectating ability for admins
Removed debug speedcheats and spectating
Made asset importing faster by only checking the meta file for meshes
Only disable material import on meshes on first import (i.e. artists can manually re-enable it for individual models)
Made satellite dish monument use the correct materials
Updated terrain anchors to fit the new dish monument
Made the AI danger and obstacle lists guarantee no duplicate entries again
Added ParentRedirect component
Made tree colliders redirect AI sensing to their parent
Made DangerInfo, ObstacleInfo and TargetInfo keep references to their game object instead of their collider
Changed the AI sensing masks to interest and occlusion
Made AI sensing find trees again
Fixed minor network bug with key locks
much easier to tell if a lock is locked/unlocked now
merging in : Player corpses won't disappear while you are busy looting them
If you harvest a player corpse until it disappears, a small percentage of items will spew (wip)
Moved lootable corpse over to use RPC's instead of itemcommands
Player corpses won't disappear while you are busy looting them
If you harvest a player corpse until it disappears, a small percentage of items will spew (wip)
Moved lootable corpse over to use RPC's instead of itemcommands
Shaders in asset bundles now work
Made spawn rules for players easily configurable on the spawn handler prefab
Made players always spawn on beaches in the temperate biome
Updated all the meta files to b14
Made tree colliders automatically get moved to the tree layer when updating their prefabs
Made mesh obstacles bake their info to scriptable objects
Updating satellite dish prefab
Updating the fbx files for the satellite
Use old generation method
made some tweaks to the rabbit run/walk and idles
Animals now reset their search pattern when they run out of space.
Improved how animals avoid deep water.
Arrows have a sound, slight trail, and are much faster now
Merged in
Made campfires less deadly
Added audio to furnace
Destroying a crate makes it spew its contents
Fixed melee not registering under some conditions
Fixed gametrace not using spherecast on "hitboxes"
Fixed lantern material
increased storage box health
Fixed bugged out material for large storage
Fixed radius gametrace not hitting "hitboxes" (melee is better)
increased health of storage boxes
Test spiral now resets if it runs out of area to search.
Animals now search the environment using a spiral pattern.
eating grass / hopping animation for the rabbit
Spiral now responds to obstacles.
Replaced Unity water with custom water (disabled reflections and quite limited atm, but it's a solid base and will get better over time)
Fixed melee sometimes not registering, doh
Implemented limited networking
Updated how entities are network spawned, updated with a queue system per player. This allows us to network entities per player, and should also prevent floodouts caused by large snapshots.