127,161 Commits over 4,109 Days - 1.29cph!
The animals now use mecanim blend tree to synchronize their playback rate to their movement speed.
checking in the unarmed view model prefab.
Tweaked physics timings
Added client.lerp var for debug
Tweaked how Lerp works (now smoother)
Fixed shiny textures
Fixed broken/missing sand texture in TestLevel
Fixed bullet hit effects sometimes not being where you'd think they'd be
Removed/Fixed dedicated server Item.SetParent warning
Added server.save
Calling quit on the server does a final save
Fixed sleeping bag respawn sometimes not offerered when it should be
Console death message show if killed by hunger etc
Fixed backing out of cupboard area exploit
Fixed active belt icon being 'sticky'
Updated phrases
Moved camera blur effects to a sub-camera
Fixed tooltip not updating when the options changed
Fixed tooltip getting stuck on screen
Converted lock deployment method to new weapon system (can deploy using primary fire again)
Fixed stringpool collision error with RPCs
Protocol++
Fixed water refracting objects that are in front of the water
Made forests have way more grass
Protocol++
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Don't try to run unconnected player's network queue
More profiling stuff
Tweaked sky parameters to violate physical correctness a bit less
Genericizing deployment guides
Fixed boner in SendEntityUpdate
Updated Unity Standard Assets (now SampleAssets) to b14
Can we stop overriding parameters of cross-scene prefabs per-scene unless it's actually required? :X
Bunch of missing meta files
Fixed crosshair missing sprite
Locks now have deployment guides
Fixed hammer highlight not drawing walls properly
Switched console to UnityUI
Fixed block health network order weirdness
Throw error if SkinnedMeshCollider has no SkinnedMeshRenderer
sleeping / wakeup animations for the bear / boar / chicken
Updated water to latest version
Fixed water reflections being darker than intended
Scaled up water plane to always reach to the far clip plane
Tweaking event schedule to make sure we don't have multiple running
Adding AK, textures and lods
Fixed the corner meshes to use notch and pass, simplified some textures, aged the exterior texture
fixed some zfighting on pillar in some cases, added a proper floorboard texture for floors/ceilings
Deleted empty folders in Standard Assets
Checking in the new roof prefab idea, all pieces in and waiting for implementation ~~ @garry
Added a shitload of props from the asset store that we intend to be placeholder but will probably never get changed
Small radtown scene2prefab
Added progress bar to "Tools/Update/Terrain Normal Maps"
Backported useful Time of Day tweak for per-pixel fog from the latest release (can't update due to b14)
EntityComponents can define menus too
Added basic loot crates to radtown test
Changed ResourceContainer to use EntityMenu instead of OnUse
Fixed bug that water-refracted objects would have fog applied twice
sleeping / wakeup animations for rabbit / stag / wolf
Patched in per-pixel fog color proof of concept
Tweaked sky parameters to look better with per-pixel fog
Added hacky fog multiplier to water to tweak the horizon color fit (to be fixed in a better way)
Made ConvarWater toggle the visual checkbox in the material inspector in addition to the internal keyword
some texture polish for log wood set
Tweaked water fog multiplier
Checking in the metal and basic brick buildings - LODs and COL meshes done.
keypad lock status visiblity increased
AnimalAnimation distance scaling
Fixed large woodbox slot count
Fixed ore resource counts
Fixed chick cluck volume
Fixed flesh attack volume
Fixed bug in AIObstacle
Fixed bug in AIObstacleMesh that canceled out the recently fixed bug in AIObstacle #JustProgrammerThings
Server log now shows reason for disconnect