243,202 Commits over 3,898 Days - 2.60cph!
Implemented alex's torch viewmodel animations
Should see other player's projectiles
Fixed shoot effects being destroyed when changing weapons
Fixed FindBone not always working
Oversized bullethole texture fix.
Backup commit. (Blunt & slash impact effects.)
Fixed glock18 and aug muzzle attachments.
Diagnosing network jumpiness
updated Torch viewmodel anim source files
couple of attack animations for the boar; a flinch animation
added placeholder torch world model
Added torch viewmodel anim exports (ignite / attack / combo / extinguish)
Fixed bolt action attack sound being incredibly loud
Fixed awesome server crash when dropping an item on itself
This should fix EAC kicking family borrowed accounts
OnValidateAuthTicketResponse callback passes owner
Added uint64 Steam_Apps_GetAppOwner()
Fixed holdtype not being networked properly
Fixed stringpool error if string is null
Fixed attached effects position weirdness
Fixed networked effects normal being wrong
Removed debug: LOADED PLAYER STATE LOL
Fixed bolt rifle shoot smoke velcocity craziness
Fixed possible NRE in AI code
Added resource layer to collision_setup masks
Swap item positions by dropping on other items
Clear holdtype if sleeping
When sending effects attached to an entity, use the entity's network group
Tweaked bush spawns and billboard lighting
Extended TerrainMath by world space getters
Refactored TerrainMath and TerrainMeta
Optimized initial resource spawn performance
More randomization on impact effects. Larger impact plumes, for greater long distance visibility. Aurora shader changed; Now bi-colored, and slightly more dynamic. Minor TOD tweaks.
Added all layers to spawn handler placement check mask
Fixed GameManager ignoring adjusted per-prefab probabilities in some overloads
Made Andre all fuzzy and it took ages.
Fixed bug in DecorPatch that caused clusters to spawn outside the patch bounds
Made a few things to prefabs that were per-scene objects up until now
Tried more rock spawn experiments
Removed NetworkSleep from rock prefabs (they're not entities)
LODs for boar/wolf/stag; run animation for boar
Tweaked some highpass ground textures for stronger blacks.
Dialed back bush count a little (I think I went a little overboard there)
Made rocks spawn dynamically around player (reduced loading time and memory usage, triggers some PhysX refreshes though)
Added torch view model anims (attack and combo)
Added an insane amount of rocks
Added placement check layer mask to the resource spawner
Added resource layer, put all resources on that layer and added it to the wolf obstacle mask
Added TransformUtil overloads that take a LayerMask