127,190 Commits over 4,109 Days - 1.29cph!
Some lantern and light source related files.
Removed garbage collect calls from terrain generator (I feel like we should have a policy to only call those from a single place)
Fixed wolf monument having some crazy offset relative to its root, clipping it into whatever is in its way
Made the night time sky silhouette a bit more visible and less disorientating.
Unity Pro image effects update to 4.5.3
Sweeping terrain color changes to, among other things, get rid of the large dark brown spots. Made the grass behave better with color overlays. Toned down the AO a bit.
Fixed terrain anchor check extension method and added overload without explicit position and rotation
Replaced TransformEx.GetComponentsInChildrenEx with Transform.GetComponentsInChildren(includeInactive = true)
Added *.pdb.meta to ignore.conf
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Sort item list by name in editor
Tweaked sun directional light bias (might lead to flickering again?)
Changed how construction socket strings get pooled
BuildingBlock now derived from WorldItem, can have item associated
Added door (testing, no locking yet)
Refactored TerrainMeta (so... many... changes...)
Hammer now swings properly
Building is no longer instant again
Building effects (placeholder)
Added player pickaxe anims for deploy / holster
crouchwalk/jog animations for player holding grenade
Reverted sun light (too much flickering)
fixed some errors with the bear's fur material; renamed the animals to LOD0
-added LOD groups to the animal entities.
embedded the animal LODs into a single .fbx file
added LODs to the animal entities; fixed the server side entities for the animals (they dont contain mesh now)
Fur shader, updated stag material
Removed old LOD models
Re-linked animal avatars
Cleaned up stag materials
Added a quick replacement for the door.
Lantern LOD, colmesh, sound.
changed the bear/boar/wolf to use the new fur shader; removed unnecessary material files.
edited the animal prefabs so that they use the new FBX meshes that I made (that don't have the old shitty fake fur shit)
Lantern animation files and some cleanup.
Improved the lantern light effect.
Building suggestion shader v2
Reworked the way the spawn handler keeps track of population count to support saving in the future
Added new spawnable script to animals
Increased animal density
Added Tools->Admin-> updates icons/items/phrases from admin site
Updated icons/items/phrases from admin site
Fixed switching clothes not working when loading from save (buildingtest map)
Increased protocol (itemids changed)
Fixed errors when no spawn handler (dev maps)
Added Conditional -> CanCraft
Added Conditional -> IsLocked
Added Action -> Craft
Conditionals, Test now get BasePlayer
Renamed Item.lockTime to busyTime to avoid confusions
Can craft key from door (key doesn't do anything yet)
Added Bill's door model
Fixed some warnings
Should be able to shoot through doors again
Added Conditional -> HasItem
Added Action -> LockUnlock
Added order to context menus
Clicking outside of menu now closes it
Can now lock/unlock door when holding matching Key
updated player torch meta file
Added rock deploy / holster holdtype anims
adjusted position/rotation settings for boltrifle/bow prefab
Fixed addressing errors in pvt when pages were removed
tweaked teh fur shader so the rimlighting is not so harsh at night
added deploy/holser/reload functionality to the player animation scripts; enabled the overlay_ whenever a holdtype changes
Fixed position being stomped when running Scene2Prefab
Fixed wolf monument missing wolf
Basic animal animation controller, speed variable