193,634 Commits over 4,079 Days - 1.98cph!
Test stamina change for 0 value, as a minor optimization.
Decrement Vital.ChangeSinceLastSimulation over time, comments
TemperatureSimulator stamina bonus
Renamed VItal.ChangeSinceLastTick to ChangeSinceLastSimulation
Vital stores ChangeSinceLastTick, which is reset after simulators are executed
Removed temperature manipulation in "activity" effects.
Eating cooked meat still gives a minor boost to temperature.
Fixed stat manipulator copy paste not setting correct StatClass value
Temperature gauge test
Remade tree prefabs
Press and hold tab to show tribe tracker
Fixed AssetMenu NRE
More herbs and mixtures added
Map icons can go offscreen
forgot file from last checkin
Pasting a copied stat manipulator caused Vital stat to reset to Attribute. Fixed.
set initial move state to be walk
Avatar collision
Can now grab a random emote by category
More informative error output when an attribute type is not found in list of attributes (in stat collection).
Added some temperature boost to activity related effects.
Removed missing monobehaviour component on Ground in island-01.
is freezing sleeping and sitting poses,
added an additive freezing so plays over all anims
check to see if actually should set animator float to stop animdebug spam
correct debug for setfloat anim debug
Removed Facepunch.Performance (doesn't work on 5.4)
removed sparks and combined in to 1 randomised spark effect
removed old grill elec effect
tweaked nitro effect to be on mesh plane
added new sparks and grill elec effects to testcarrig prefab
Emote defintion SO
Emote DB build tool
Emotes class
created new grill electricity and 5 spark effects and added to prefabs
Fixed inventory sync from save.
Added Plugins/Facepunch
Enabled exception reporting
Enabled google anaytics
Fixed PC compile errors
Updated paint scene to use player truck
Put changes on staging branch
building parts colliders optimization and import setting corrections
simplification for armored and sheet metal wall type colliders
Test - navmesh generates 4x faster
AI has sight cone, can sneak up behind animals
AI properly runs out of stamina and flees until recharged
wolves/bears are more aggressive
boars/stags only attack when you get too close, then flee
chicken damage reduced
reduced AI popping up/down when walking on uneven surfaces
Fixed interaction text staying up if a character dies while looking at an interactable.
Fixed NPC habit of waiting a long time for paths.
more westside & mine stuff
FOR FUCK SAKE improve TAA
FOR FUCK SAKE removing motion vector from unit ghost box for TAA
Removed EntityView.Update base virtual method, cache view position in BaseEntity.Position getter
Fixed broken NPC interaction on the server.
Automated Windows Build #724
Added translation for monster_ichthyosaur
carpal tunnel cliff placement
Fix NRE in server network group startup.
Changed a load of Debug.LogError to Debug.Log so they don't popup the console in dev builds