243,201 Commits over 3,898 Days - 2.60cph!
Added TerrainBiome info, enum and struct
Added MaxIndex extension method
Added or updated approximately 3 million meta files
I think we don't want the art scene folder on main
Forest types 3, 4, 5, 6, 7 with billboards.
Added another rock, some scene updates. Annnoying meta changes? D:
Added sleeping flinch anims
Added flinch additives folder & animations
Added flinch additive source files
Fixed z-indexing issues when dragging icons
Update Child entity network group when parent updates
Menu blur, proper
Update player model in inventory at a lower rate (performance)
Server performance tweaks
Added icons for hot and cold effects
Fixed icon z-indexing issue. Fixed issue with resistance bars being incorrectly sized at low resolutions (800x600).
Removed debug
Fixed network groups not always being updated properly
I broked TakeDamage
Added warning if UpdateNetworkGroup can't find a parent
SpawnPopulation.Spawn - report warning if trying to create entity that isn't an entity
Moved stag entity out of prefabs folder (not ready, was causing issues)
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Wood/metal/concrete bullet impact effects.
Increased chat font size slightly.
Added low health overlay that fades in as player looses health.
Health HUD now hidden when full.
Resists are now updated on the UI
commiting all the Deer sound .wavs
improved a bunch of deer animations
UI layout updates. Changed the way the loot window is positioned and sized. Added some overlay tests. Updated texture import settings for bolt rifle.
Fixed bone lookup fuckups
Attempt to fix server-side NRE related to AI
Added working torch
Bumped up texture res on viewmodels
Fixed MaterialReplacement replacing materials on particles (!)
Fixed being able to shoot campfire heat/damage triggers(!)
Fixed AmplifyMotion shitting itself on script hot-reloading and some motion blur artifacts
Fixed vm_rockerlauncher missing AmplifyMotionObject script
Backup commit for material FX.
Merge to switch branches.
Network entities can be parented to each other (wip)
Weapon worldmodels are now network entities
Cleaned up how item worldEntities are handled
Don't align animals to terrain normal on spawn
Added AIObstacle components to trees, ores, piles and building parts
Tweaked wolf prefab
Updated AI test scene
Fixed cylinder obstacle closest point calculation y value being off
Fixed obstacle gizmos ignoring collider offset
Enabled AI in standalone build (revert this commit if shit gets fucked up)