127,161 Commits over 4,109 Days - 1.29cph!
merge from main/footsteps
Fix missing ambience manager prefab in proc map
Fix owl & gull ambient stings
Actually remove old footstep sounds for real this time?
added new horse anims ( gallop / sleeping ); Tweaked a bunch of other anims for the horse
Ensure two footstep sounds won't trigger simultaneously from overlapping animation events
Extend footstep raycast range so footsteps trigger more reliably when running downhill
Consolidate some footstep stuff that doesn't need to be in two separate classes
Undoing footstep commits (they broke the compile)
Handle CONNECTION_ATTEMPT_FAILED
Fixing server shutdown NRE
Boilerplate for recording bytes sent
Converted spanning tree to semi-directed
Added road and bridge segmentation
Added bridge placement backend
Added bridge topology type
Made road placement stop when encountering crossroads
Fixed various small weirdnesses in the road network calculation
Reduced the percentage of terrain that is turned into water
Improved terrain edge falloff
Increased lake frequency and amplitude slightly
Changed lake noise type to turbulence
Fixed beach and underwater cliff color looking a bit weird
Added stats tables to BaseMelee preview http://goo.gl/WV1lBp
Fixed protection properties not expanding when new damage types added
Beefed up block vs melee protections
wooden door key can be burnt in fire/furnace
Try Catch around UnityAnalytics calls - because they're throwing errors for some people
Multithreaded pathfinding of the road network
Removed multithreading from post-road-placement cliff creation (possible race condition if splat, color, topology or path resolution mismatched)
Tweaked topology-based path cost to yield more natural looking paths
Enabled reflection probes on the 3 fastest quality settings (fixes black water)
Prevented players from spawning inland or on cliffs (only coastal sand beach now)
Extended player spawns to include areas slightly to the north and south of the temperate biome
Updated internal standard shader properties
Added first version of standard shader with toggable particle accum layer; e.g. rocks with snow, sand
Added warning if force atlas max mip level fails
Enabling some shader features
foundation, floor, roof, walls, stairs - metal tier
Fix compile error and reapply footstep updates
Shooting metal blocks now makes sparks
Shooting stone blocks now make correct stone block being shot effects
Fixed empty string network write NRE
Fixed NRE in Deployer
Fixed "dropped through" server errors
Added wetness layer to standard shader
Fixed NRE in OnProjectileAttack
Changing D3D9 fullscreen mode to "exclusive mode" by request
Location based damage is back
Bone hit detection is more accurate
Disabled NPC metabolism (because something wasn't working there)
Added bone names to localization
Fixed metal halfheight block being 4 meters offset
Increased arrow speed, made it shitter against buildings (!)
fixed the animal animations so they don't flicker as much when moving at certain speeds
tweaked animal animations so the foot placement matches better with movement speed.
fixed animalskin script to work with multi materials
Floor decal fix, making them darker in unity is a quick fix for now.
Allow developers to go third person too
report protocol++