127,697 Commits over 4,109 Days - 1.29cph!
Fixed ItemAction_Replace not working properly if the container was full
re-exported Burlap shirt with neckline ( I have a good felling about this one)
Re-made burlap_shirt prefab as it was causing the mesh to appear broken. Obviously some issues with updating prefabs in U5.
re-added collision component to burlap-shirt
Converted some decals to the standard shader
Converted some particle effects to the custom shader that isn't super bright at night
Added skinned mesh collider script
reverted burlap_shirt (did the same thing that I did earlier but didn't set the default material to Flesh)
Tweaked HTML zoom
Tweaked belt bar
re-exported burlap shirt with clean hierachy & added lower torso mesh
re-made burlap shirt prefab & added skinned mesh collider
Fixed the colour mismatch on forest 4 billboards.
Refactored grass and decor systems to start spawning after calling Refresh()
Made grass and decor patches always snap to main camera, no need to move the game objects via script
Made Refresh() do a full rebuild if called after already being initialized (can be used at respawn)
Made TerrainGenerator.GenerateTerrain() call Refresh() on static and list decor
Made Client.OnClientFirstSpawn() call Refresh() on dynamic decor and grass
Made static decor rocks get randomly scaled and flipped
Re-added forest rocks (no moss for now, but a slight brown tint)
Removed tons of rock hacks we had to do for Unity 4
Litter box alert: Added tiny clutter rocks to some areas (rock, sand, dirt, forests, underwater, ...)
Protocol++
thompson submachine gun view model rigged up; reload animation done.
Bunch of biome specific environmental parameters. For example, deserts are no longer super cloudy!
Slight snow biome colour tweak.
Reverted CoherentUI to software only (hardware acceleratred mode is laggy, wants vsync)
Re-enabled dynamic znear
Added models, textures, and prefabs for hazmat suit and improvised helmets.
burlap shirt fix...hopefully.
Cleaning up unused materials
Added tools/Update Clothes Models - sets up avatar, humanoid, no material import, warns on extra bones
Edited torch prefab & v_torch to get new torch working.
Made torch normal maps normal maps
Time of Day update to 2.2.0 prerelease 4
Changed default farclip to 6000
Added AISense.FindClosestTarget / Danger / Obstacle
Added AILocomotion.SnapToGround (no longer called automatically)
Made TickSenseAction randomly distribute its calls across frames
Removed all WaitForSeconds from the wolf beahviour tree (for testing purposes)
Added early exit to AILocomotion tick if no movement is required
Made AISteering profiler sampling more accurate
checking in metal plate helmet and textures
Made obstacles handle entities inside them in a more stable manner
Removed grass system debug output
Added AIObstacle.CheckCollision
Changed AIObstacle.ClosestPoint policy for points inside the obstacle (should return position of the checked point)
Updated AI test scene
Made obstacles handle entities inside them in a more stable manner (for real this time)
Fixed AILocomotion speed not depending on angle between forward and target vector
Updated animal prefabs
Updated AI test scene
Fixed warning in IgnoreCollision
Restoring deleted weapon files (goosey strikes again)
Fixed warnings in the cave_test prefab
Disable dynamic znear in playermodel scene
Fixed torch by reverting to the last commit by Alex + recreating the material (where the fuck did that go?)
Fixed WaterEffects NRE if sky dome is missing
"Tools/Update Clothes Models" now changes max texture size to 4096 too
Changed settings on torch material
Renamed metal_improvised_helmet_01 and metal_improvised_helmet_02 to human names
trying to commit torch material again ( just update it plastic!)
updating torch anims to fit the new torch model better, including .metas ( rightly or wrongly)
Added bucket helmet
Added coffee can helmet
Made the AI test level even more fun
Fixed some AI controllers not properly being added to the AI handler when running scenes in-editor