127,697 Commits over 4,109 Days - 1.29cph!
Catch NetworkInformationException and open http://support.microsoft.com/kb/2588507
skinned LOD2 naked torso mesh
Fixed deployment guides not changing colour properly
exported tweak naked legs mesh
changed LOD settings for head to match other parts of the body ( as it was dropping out so early you could see the body & no head)
added some weapon specific jump animations; made some tweaks to the jumping animations (they should look smoother now and blend better between the states); tweaked prone/crawl animations
Kick users sending invalid packets
Catch SocketException , don't start server
Fixed player not casting shadows
Made all AI code #if SERVER
Made sense calls part of the behaviour tree
Made AI swim instead of walking underwater
Made AI movement a lot more robust (almost independent of the tick rate now)
Refactored the steering system
Changed the way AI selects its targets
Fixed AI test scene
Fixed client compile error
Time of Day update to 2.2.0 prerelease 3
Fixed player floating up slopes
Removed forest rocks until we can fix their shader
Fixed F2 menu settings not being applied
code for view model bobbing.
added viewmodel bob script to some of the weapon prefabs.
added #ifdef CLIENT to the viewmodelbob code.
Working fix/hack for transparent shadowcaster shader on all platforms.
metal files for the weapons changed when i opened them in unity 5.0 beta2
Added opt suggested by andre; skipping camera pass on transparent shadowcaster.
weapon meta files from before my previous check in (which broke the view models)
Bolt rifle, Thompson, Shotgun, Eoka Pistol, Revolver craftable
Added gunpowder blueprint
Pistol, rifle and shotgun ammo craftable
Added pistol bullet projectile
Fixed arrow & rifle killing via "hunger"
Don't bob weapon when not on ground
Fixed AI profiler samples not showing up in the profiler
Ore resource nodes now all give varying levels of stone/metal/sulfur (instead of just one)
Fixed NRE in BaseCorpse.Save
Added BaseEntity.IsValid
Fixed NRE in Builder module
Global message "ClientDisconnect" is send to everything when client is disconnecting from server
Made animals forest-only again (let's balance forest sizes etc instead now that we're on Unity 5)
Adjusted animal sense parameters
Tweaked AI ticking (not horrible anymore, but not perfect either - performance testing)
Made behaviour tree actions no longer instant
Ignored behaviour tree frequency (load balancing now exclusively being done by AI handler)
Added more profiler samples to AI
Fixed dead players not leaving the server when disconnected
Fixed player still visible when ragdoll is created
Added trigger to ignore terrain collision to TestLevel
Added collider property to TerrainMeta
Fixed TerrainCollisionTrigger gizmo
Made some more nature assets use the new standard shader
Deleted some old unused assets
Started work on deathscreen
Fade into deathscreen (wip)
Randomly drop held item when killed
Switch to third person when killed, rotate around ragdoll
Hide viewmodel when dead
Fixed local player ragdoll being crazy fucked up on spawn because of their local collider
Tried to fix ragdoll LODS, but I don't think it's working that great - will revisit
Reverted Alex's broken burlap shirt commit
added lean left/right animations for all of the player holding weapon animations.
Fixed missing textures on menu background terrain
Added a few TOD params to geo-temporal atmospheric blending
Added motion blur MinVelocity to ameliorate sliding intermittent blur and improve MB quality
Fixing tiny oversight in atmospheric blend code
Removed pvt specific configs from TerrainGen to avoid setting it up in multiple places
Removed UVMIX baking to pvt cache; near and far freqs now reside in separate caches
Improved pvt terrain texturing fidelity close to original non-pvt terrain; UVMIX now done properly and matches original
PVT update: very close to deployment, only a couple bugfixes away; HQ got finer granularity; larger VT support
Changed water reflection clear color to equator color
Added GlobalFog image effect for underwater fog (changelog claimed it's fixed)
Added ImageEffectOpaque attribute to GlobalFog for it to render before the water plane
Updated scenes
Changed tundra rocks to the darker variant
Restored FogVolume for the main menu scene
Enabled HTML hardware rendering (test)
Fixed death intro not working
Fixed player_movement leak on death