125,565 Commits over 4,171 Days - 1.25cph!
fixed the ak47 prefab. (it no longer reloads after every shot :)
fixed out of order usage of RaycastAll in DropToGround
fixed bug where corpses would disappear regardless if it took damage/was being looted
corpses of objects killed by beartrap will hang around a looong time
tweaked AR recoil
Fixed splat terrain modifier introducing some NaN values to the splatmap in certain cases
Log errors if the heightmap or splatmap contain NaN values when calculating the world checksums
Reduced animal attack range.
Animals now slow down while turning.
Foraging now has a separate duration property.
Stag now flee half as far.
added boar idle/walk/run animations for various states ( tired / angry )
added boar and wolf flinching (stationary / moving)
fixed some issues with the bear anim controller.
Devlist and legacy terrain debug files.
Added splat modifier placement and anchor placement to TerrainModifierGenerator
Updated radtown_small3 scene (not the prefab yet)
made corpses invulnerable to bullet damage
Fixed base normal not active on legacy terrain shader
Tweaked some normal map settings
Building stone skins meshes/textures/materials/prefabs
made torch light less pink
Fixed barrels respawning until they took over the whole world
Barrels die properly when killed
fixed codelock not showing status in green/red
small storage is now default blueprint
bear trap is now snap trap
can no longer craft vagabondjacket + assaultrifle by default
updated cupboard icon
fixed codelock not showing status in green/red
small storage is now default blueprint
bear trap is now snap trap
can no longer craft vagabondjacket + assaultrifle by default
updated cupboard icon
Added editor baking support to all terrain map extensions (WIP)
Retired TransformChangeMonitor
Added EntityTransformNetworking component
NPCs now call TransformChanged() manually
Players now call TransformChanged() manually
Fixed lootable corpse not dropping some of it's contents on death
fixed issues with torch controller ( was selecting wrong anims & length of blends were causing issues between states)
Updated Torch vm anims
Reverted testlevel to non broke version
Merged changes from main.
ADS provides less recoil reduction
crouching now provides recoil reduction
Fixed anchors for conditional meshes
Fixed animal trap interest.
Paper always craftable
Fixed being able to fly by opening the console
Fixed BuildingTest scene
Updated terrain map extension editor baking to store per-terrain instead of per-scene
Fixed torch animation lit layers
Animals now accelerate 30% slower.
Fixed torch effects not disabling/enabling
Merged foraging and sleeping animals.
Merged NPC logging.
Subtracted animal changes.
Merged changes from animal.
Fixed some problems with the merge.
Major changes in terrain atlas generator; now asset/descriptor based, paving the way for multiple atlases aimed at custom maps
Fixed legacy terrain not updating world position const; was causing texture sliding
Merged foraging and sleeping animals. (again)
Merged NPC logging. (again)
Fixed a CC failure with DepletingMetabolism.
Locked splat names and ordering in atlas generator
Restored splat names to layers in legacy terrain shader
Fixed hardcoded path in atlas gen
Added legacymap atlas set with placeholder settings
Merged missing animation changes from animal.