127,281 Commits over 4,109 Days - 1.29cph!
Door open/close working
Cleaned up building prefab names
Removed deployed_door item (now redundant)
BaseEntity flags are now networked properly
Toggle lock based on locked/unlocked
Cleaned up protobuffer files
Removed a bunch of debug output
KeyLock/CodeLock save their codes properly
Fixed blueprints sometimes not loading in editor
Added LayoutMapRes parameter to TerrainGenerator
Added Upsample2D method to ImageProcessing
Cleaned up ImageProcessing
Made forest 6 reach a bit inside the snow biome
Added a tiny randomized scale to resources
Code entry dialog
RPC arguments
CodeLock menus
Exported new player gesture anims ( 'you chicken? ' & 'I'm freezing here") & set up clips
Added gesture anims to mechanim, created cold & chicken parameters
made some improvements to some of the 3rd person torch lit animations (so it looks bettter when used with the oil lantern).
tweaked the 3rd person medical syringe animations
tweaked the 3rd person melee hatchet animations (looks a bit smoother and is directed towards teh center)
Time of Day update to 2.3.1 prerelease 4
Filled in server -> client RPCs
Loaded entities now retain their UIDs
Cleaned entity slot code
Entity slots are now saved properly
CodeLock opens numpad if not previously opened
Simplified network UID distribution (to the extreme)
added tools>update>phrases
Updated phrases
Codelock - temprary debug info into local chat
Codelock - temprry flashing light when armed
added a 2 handed eating animation for when the player is eating a huge chewy old piece of meat (something you'd find at the Olive Garden restaurants)
Scene2Prefabs can now set their own target names
Made KeyCodeEntry UI a scene2prefab
Placeholder art for locks
Added sounds for code lock
Fixed hearing animal sounds from 200 miles away
Made player footsteps quieter
For test purposes, give everyone a lock_code on spawn (until we have batteries spawning)
Merging lock code into the main branch
Fixed server compile issue
improved view model hammer anims
Only generate manifest if full defines are set
Added random rocks to temperate and arid open fields
Added rocks to the grass-beach transition
Reorganized terrain-related procedural generation scripts
Added basic idea of a dynamic splat modifier script (backup commit)
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Can set developer convar on server
Fixed logic error in RPC_Server.MaxDistance
Disabled PVT and water reflections by default (perf)
Updated to coherentui 2.5.0.0
No need to build manifest in build process, it's done in a seperate call now to force defines
Made TerrainSkin support (kinda) dynamic splat adjustments
fixed some alignment problems with the 3rd person eating gestures.
added various sound fx for eating.
test animation for first person eating.
Some crystal & ice files.
Fixed the speedtree animations (or lack of) - and the thing that was ruining our branch and leaf density.
Added TreeEntity (so we can specifically optimize trees)
Replaced ent.sourcePrefab string with prefabID (a hash of the string)
Added ent.KookupSourcePrefab() (to get the prefab name as a string)
Updated prefabs with new ID
Hide prefabID in inspector
Moved tree stumps to their own prefabs
Don't delete the spawnhandler on a listen server
Tree layer (for perf tests)
Not moving trees into Network heirachy seems to fix group < errors
Changed network rotations to send as vectors
Don't send trees in every snapshot - only the first one
Don't send a full snapshot when spawning dead
baseNetworkable.networkOwner not used for anything
Added 1st pass player 'pickpocket' anim & set up clips
Set up pickpocket mechanim states & added 'loot' parameter
Added TerrainColor and TerrainColorModifier
Refactored TerrainOverlayModifier and TerrainSplatModifier
Made terrain modifiers get applied in Awake()