127,195 Commits over 4,109 Days - 1.29cph!
baseanimal is now a basecombatentity
basecombatentity tries to work with skinnedmeshcollision (and fails to)
On listenserver we now create seperate client and server prefabs, instead of using one and trying to simulate networking like a dummy
Fixed a bunch of issues with this branch that didn't show up because of the lack of network gap
Cleaner way to turn maincamera off during loading
Calories and hydration may now be configured with a lost per day value.
added another running attack for the bear;
added a random variable so the standing attacks will choose from 3 different attack animations
Fixed building gibs
Improved network update queue with different channels
Merged changes from main.
Copied scripts from animal-survival.
Copied item resources from animal-survival.
Copied Behave-Rust from animal-survival.
Copied prefab resources from animal-survival.
Removed unused animal controllers.
Optimized deep water checks.
Adding raw and cooked rabbit models, textures, and prefabs
DangerInfo classes are now more generic.
Reverted merge from animal branch (please clean up the code as we discussed before merging to main zon)
Cherry picked danger info changes.
Animals now avoid running up steep slopes.
Moved some else comments.
Updated water to latest version
Enabled water reflections (toggle via F2 menu)
merge from weaponrefactor
Animals now only check for deep water and slopes every few ticks.
Animals now align themselves with the terrain.
added a running attack for the boar
Fixed NRE when shooting terrain
Player "use" trace now uses GameTrace - (more accurate)
Added checksum log on terrain generation (debug)
Log detailed terrain checksums after all generation is complete (debug)
Weapons are framerate independant again
Globally extraced min and max noise seed values to TerrainNoise
Removed unused / broken gizmos
Stability system is more stable
Adding exterior and interior wall pieces. wip log set, also contains door/windows and frames pieces
Fixed doors not being demolished properly
Switched noise generation backend to managed until native cross-platform issues are fixed (still running native in-editor for faster loading times)
Deployables are now killed when their floor is destroyed
FixedUpdateEvent pushes realm properly
PrefabPreProcess keeps seperate lists of client/server prefabs
PrefabPreProcess creates an instance of prefabs before processing
Added RealmedRemove - A PrefabPreProcess that removes gameobjects/components from itself depending on realm
Fixed furnace and fire materials being too shiny
Fixed NRE in build privliedge
Moved GiveItem out of BaseEntity.Flags into BaseEntity.