127,912 Commits over 4,109 Days - 1.30cph!
edited the animal prefabs so that they use the new FBX meshes that I made (that don't have the old shitty fake fur shit)
Lantern animation files and some cleanup.
Improved the lantern light effect.
Building suggestion shader v2
Reworked the way the spawn handler keeps track of population count to support saving in the future
Added new spawnable script to animals
Increased animal density
Added Tools->Admin-> updates icons/items/phrases from admin site
Updated icons/items/phrases from admin site
Fixed switching clothes not working when loading from save (buildingtest map)
Increased protocol (itemids changed)
Fixed errors when no spawn handler (dev maps)
Added Conditional -> CanCraft
Added Conditional -> IsLocked
Added Action -> Craft
Conditionals, Test now get BasePlayer
Renamed Item.lockTime to busyTime to avoid confusions
Can craft key from door (key doesn't do anything yet)
Added Bill's door model
Fixed some warnings
Should be able to shoot through doors again
Added Conditional -> HasItem
Added Action -> LockUnlock
Added order to context menus
Clicking outside of menu now closes it
Can now lock/unlock door when holding matching Key
updated player torch meta file
Added rock deploy / holster holdtype anims
adjusted position/rotation settings for boltrifle/bow prefab
Fixed addressing errors in pvt when pages were removed
tweaked teh fur shader so the rimlighting is not so harsh at night
added deploy/holser/reload functionality to the player animation scripts; enabled the overlay_ whenever a holdtype changes
Fixed position being stomped when running Scene2Prefab
Fixed wolf monument missing wolf
Basic animal animation controller, speed variable
updated the player animation controller to include rock animations ( idle / deploy / holster / attack )
adjusted the wm_pickaxe model so it's properly aligned with the animations that are currently in place
added pickaxe animations to the Player animation controller.
Server performance tweaks
Made AI part ticks distribute more evenly between frames
New placement shader and prefabs.
Ironsights now listens to an animation curve called ironsightstrength
Bolt rifle ironsights zoom out after shot
basic torso and materials
Fixed wolf ragdoll having no mesh
basic torso prefab, hopefully this time not empty
Added RagdollInteritable component
Ragdolls now inherit effects attached to the player's model (blood squirts)
Added Skin-Clothing Shader (with alpha testing)
Tweaked player skin
Tweaked basic_torso material
Renamed basic_torso_LOD0 to burlap_shirt
Added burlap shirt item
Added hatchet player deploy / holster anims
Added Icon render scene
Fixed some materials
Added revolver world model
Added barebones of the terrain carving system
Fixed a few accidental soft tab indentations I commited (switching editors is hard :>)
Moved the tree billboard generation scene from art branch.
made a bunch of tweaks to the 3rd person bow and hatchet animations
Enforced law & order on the nature assets
Skinned "burlap trousers" are now rigged to the player model (has LODs as well)
added a burlap trousers prefab as requested by the Burlapian gods.