243,620 Commits over 3,898 Days - 2.60cph!
Building stone skins meshes/textures/materials/prefabs
- Added back in Behave's r622 CoreOnly dll of protobuf-net.
- Disabled the r622 Full/unity dll of protobuf-net.
- Rewrote the ProtoLoader to get disabled when using the CoreOnly dll of protobuf-net.
- Game now works again.
Fixed base normal not active on legacy terrain shader
Tweaked some normal map settings
made corpses invulnerable to bullet damage
Added splat modifier placement and anchor placement to TerrainModifierGenerator
Updated radtown_small3 scene (not the prefab yet)
- Updated Behave to 2.5
- Upgraded Protobuf-net to full unity 622 (with Behave support)
- Misc Log touchups throughout codebase
- Implemented GameSaveData external project that generates a protobuf dll for Plugins/Before/
- Implemented GameDataSerializer, for AOT support, the generated dll also copied into Plugins/Before/
- Wrote a save/load test when GameManager awakes.
Devlist and legacy terrain debug files.
added boar idle/walk/run animations for various states ( tired / angry )
added boar and wolf flinching (stationary / moving)
fixed some issues with the bear anim controller.
Foraging now has a separate duration property.
Stag now flee half as far.
- Renamed SceneHolder to Scene
- Added Events manager skeleton
- Nuked several redundant utility classes
- Re-wrote PlayerCameraControls
Reduced animal attack range.
Animals now slow down while turning.
Fixed splat terrain modifier introducing some NaN values to the splatmap in certain cases
Log errors if the heightmap or splatmap contain NaN values when calculating the world checksums
fixed out of order usage of RaycastAll in DropToGround
fixed bug where corpses would disappear regardless if it took damage/was being looted
corpses of objects killed by beartrap will hang around a looong time
tweaked AR recoil
fixed the ak47 prefab. (it no longer reloads after every shot :)
Reapplied NPC age and murder weapon logging.
Subtracted last commit because it had scene changes.
NPC death logs now include the creature's age and what weapon killed it.
OSX: Fixed more font issues
Reapplied boar and stag stamina changes.
merge into main - AI should be attracted to traps now
merge into main - AI should be attracted to traps now
Halved boar and stag gallop stamina.
NPC survey is now profiled.
NPC survey now includes total count.
NPC survey now includes topology and biome.
vagabond jacket is better
AR has a bit more recoil
proper LOD's for bear trap
Updated prefabs with hash ID scripts
Merged changes from main again.
Removed workaround to avoid occasional hangs in b18.
Item list in the dev console
Added inventory.giveid <itemid> <amount>
Added inventory.givebp <itemid>
Fixed local player model sometimes dying, causing invisible players
Made the anim hashes and external script
moved elements to correct postion around 0
Added direct getters to TerrainTopologyMap and TerrainBiomeMap
[racer] Each AI controlled car now has randomized characteristics.
Merged changes from main.
[racer] AI opponent is a bit more interesting.
added clips to ring_1, bolts and railings to main play area, working on outer ring
Added special ball state for volley shots
[racer] Finished basic HUD, implemented race position logic.
Added fadeout distance and placement distance parameters to terrain modifier generator
Converted radtown_small3 to use automatic terrain info extraction (WIP, not updating prefabs yet to remain compatible)
Made heightmap postprocessing run before placing monuments to keep it from offsetting adjusted terrain
Updated bear trap anims source file
Added & skinned lods for bear trap world model