127,460 Commits over 4,109 Days - 1.29cph!
Very roughly scaled a tree's wood yield by its size again. Maintained the same average.
Rearranged the tree prefabs to include standing & chopped variants.
Changed how the player sleeper list is maintained - should fix/prevent the wakeup bug
Normalized wood per hit values on the different trees.
Output Coherent Host Dir (debugging osx launch failure)
Turning water reflections off also disables edge blend and refraction
Added vis.hud [true|false] - hide/show hud
Added vis.chat [true|false] - hide/show chat
Added wooden spear
Added stone spear
Added salvaged icepick
Added salvaged hammer
Added salvaged axe
Removed debug arrows from projectile attacks
Patched CoherentUILibrary for u5b7
Added world models for:
wooden spear
stone spear
salvaged icepick
salvaged hammer
salvaged axe
Made ErrorLogger delete error.html files from previous runs
Send ticks to nearby players using p2p
Halved voice playback delay
Melee attack uses a sphere trace test (instead of a ray trace)
Renamed "Nature/Terrain/Bumped Specular BlendMask" to "Nature/Terrain/Bumped Specular Masked" for consistency
Added unity's half-assed Parallax Mapping to "Nature/Terrain/Bumped Specular Masked"
Added toggle to enable/disable Parallax Mapping
Temporarily strange terrain textures in the testlevels.
Un-breaking the testlevel terrains, and some rock/terrain consistency tweaks.
Experimenting with Block editor tool
Tree fixes. Removed network sleep and rooted some other nodes.
Fixed a tree billboard colour pop.
Fixed NRE in AtmosphericBlend
Optimized chopped tree billboard sizes.
Tree tint variation tweaks, and slight global wind improvements.
added a swing/miss animation for the medical syringe
This should fix the sounds not playing.. for good!
some new 3rd person animations for bow (unaimed) and ... I farted.. /me runs away
Don't log error messages about D3D device lost etc - to prevent console spam hurting framerate
Fixed potential NRE in planar reflection
Added PVT version of TerrBumpSpecMasked shader
Added back support for legacy terrains albeit changing new baseline to TerrBumpSpecMasked
Update TestLevel_PVT for testing
Fixed missing specular in TerrBumpMasked shader
Fixed animals being able to attack targets they can't see
Fixed animal attack range check ignoring height
Refactored prefab preprocessing system (is now an interface any component can implement)
Only allow prefab preprocessing of any sort if not inside the editor (better safe than sorry)
Added building skin transition experiment
Added BuildBlock editing toolbar
Updated building block prefabs with unified layout for editor
Added initial salvaged weapon prefabs ( before they delete themselves again)
Added AIObstacleMesh to handle mesh colliders in dynamic obstacle avoidance (unfinished, backup commit)
Made AI test level work again
changed salvaged axe holdtype
Repositioned salvaged weapons & spears for player animation prefabs
Added the largest tree ever. Good luck chopping it down. (It will look less silly when it gets its smaller siblings.)
Wiping out forest 4 for Andre.
Let's try making the shadows dark, and the sky bright!
Committing the right file.
Some metallic reflections for the axe, hammer and icepick.
Slightly unnerfed the global reflection.