128,101 Commits over 4,109 Days - 1.30cph!
Added socket base so we can have different types of socket
Added area based sockets (needs work, but theory is there)
Added MathExtensions.cs
Construction ghost updates on frame, instead of tick (smoother)
Moved construction placement code so it can be called by ghost
Added AI waypoint follow script
Tweaked context map default parameters and decision making
Made AI movement less insane
Locked down ConCommand.Index - index is built on demand
Terrain quality convar
Terrain quality in F2 menu
Automatically add Terrain Quality to procedural terrain
Added configurable punishment value to AI obstacles
Tweaks to better observe server query NRE
-rest of the pickaxe animations done; Added sound fx to all of the current weapons
Fixed terrible performance issue
Renamed AIObstacleAvoidance to AIAvoidObstacle
Added AIAvoidDanger behaviour
Renamed AI test scene and added danger test
Code refactoring and formating
Time of Day update to 2.0.8
prefab files for a bunch of the view models.
Time of Day update to 2.0.9
Looks like this meta file can be removed
commiting player animations for when the player is jogging diagonally
Fixed query NRE errors when steam isn't present
Append error to stop of stack trace, so it shows properly in sentry
Fixed orphaned server query callback causing NRE's
Builder module now uses a declared building component
Debug: GiveDefaultItems puts shit on your beltbar for easier debugging
Added foundation plan
Added Terrain socket
Added Terrain layer (especially for terrain!)
Masively refactored the way constructions use sockets
Merged changes from main branch
Added socket mods
Added socket mod - SphereCheck
Added Guides layer (for ghosts/deployment guides)
Foundation component now can't be placed in collision
Added Construction Frame layer
Constructed foundations start as frames
Added transform.Identity - to set localpos/rot to 0
Added GameObject.InstantiateChild
Added GameObject.SetLayeRecursive
Construct prefabs now have separate frame/finished
Temporary BecomeGhost, BecomeFrame (this needs to work on server)
-new animations for sprinting diagonally.
-added the diagonal sprinting / jogging to the player animation controller.
Textures and meshes for footprints.
neatened up foundation frame
Reorganising entity source files
Added terrain shader splat utility method
Added terrain shader singlepass skeleton
Building Blocks are now saved/networked properly
Building Block skins now changed properly on clientside
Building shader has _Valid - changes when placement is valid
Added GameObject.ReplaceMaterials( material ) - replaced materials recursively
Fixed construction layer override also setting socket handles
added construct.frameminutes (how long before an inactive frame gets deleted)
Disabled automatic material import for weapon models
Moved weapon materials and textures to correct folders
Temporarily changed OS X build to 32bit due to instability issues (revisit with Unity 5)
Unified sound file locations (Content/Sounds)