125,568 Commits over 4,171 Days - 1.25cph!
Player prefab performance test
viewmodel / worldmodel prefabs for the ak47
Stability performance vars
Workqueue insight
Time of Day update to 2.3.5 prerelease 2
Updated sky prefab
Updated AtmosphericBlend
adjusted the timing on the animal animations.
time and physics convars for server owners
Physics performance tweaks
Fixed campfires not dealing damage properly
The lighthouse is now properly bigger, with remade LODs and fixed collision.
More work queue optimizations
Time of Day update to 2.3.5 prerelease 3
Added alternative higher-quality scattering model (still unused for now)
NPC now update on the network correctly.
Updated water to latest version
Disabled reflection probes on OS X and Linux to keep objects from being solid black (known issue: water is now white)
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NPC can now form groups.
Contests are now a group mechanic.
Fixed clothes not animating in PlayerModel.unity
Send player's belt inventory correctly
No active weapon when sleeping
Cleaned up how NPC join and leave groups.
Fixed contest advance and retreat ranges.
made improvements to the third person rifle animations.
made the ak47 prefab use the "smg" 3rd person player animations.
NPC attacks now align to target more quickly.
adjusted the pipe shotgun deploy so it's as quick as the other firearms.
First pass at waterpipe shotgun sounds
Include build time in error reports
Fixed active weapon not always updating properly
Updated water to latest version
Added separate pass for beneath the water surface
Fixed player belt inventory not really sending in snapshots
Fixed torch flicking on for a second when swapped to
Made terrain config get stored in an asset to be reused in all scenes
Refactored MinHeap in PathFinder and SpanningTree to generic IntrusiveMinHeap
Added IntrusiveLinkedList, implemented by PathFinder.Node
Merged changes from main.
Commented basic NPC and AI classes.
Adding today's progress (stonewall_a)
Removed AmplifyMotion native-to-managed fallback warming
Added exception guards to pvt table add and remove to avoid crash and display more info via warning
Animals now have a weighted spawn chance.
Removed a stray debug log.
checking in some 3rd person animations for the hand2hand punches.
[D11] Output debug build on xboxone as development package
Cleaning up and optimizing stability system
Loading a save pre-warms the stability system
Added DebugServer/DebugClient callbacks if entity is in debug mode
OnFlagsChanged gets called when entity flags change
Can place supports/pillars on foundation/floor triangle
Can attach floor triangles to each other (like normal floors)
Extra dedicated server stats
Stability support eventually fail gracefully if no ground route found
Animal species population now managed using prefab count parameter.