199,319 Commits over 4,140 Days - 2.01cph!
Storage box now uses BaseCombatEntity
BaseCombatEntity uses lifestate
Rebuilt all scene prefabs after all that chaos and destruction
brightened up bank vault texture, starting to cut in centre court mesh
Made TreeMesh fall back to placeholder meshes if the terrain doesn't support batching (i.e. is missing the component)
Merged changes from main.
Fixed that TerrainMath would initialize with all-zero terrain dimensions on non-procedural terrains
Let's try not to slaughter poor CPU cycles with Mathf.Pow(x, 2)
Going Home basically done fuck all.
Restored normal+height and _generated maps; still used by TestLevel and Menuscene1
Extended TerrainAtlasGenerator to smoothness and specularity; refactored code to reduce redundancy
Updated shaders to show Specularity instead of Specular properties
Removed TestLevel_PVT
Fixed weapon still active after dying on listenserver
Added Ape backhand anim source file
Added TerrainCollision to procedural terrain again
Since we have to keep normal+height for now: removed normal-only maps (unused); removed height maps (atlas will just get it from the n+h)
Organizing splats into separate folders
Made terrain extensions never rely on TerrainMeta since that's kind of a circlejerk
Updated atlas gen to handle missing maps; added default values
Updated terrain normal atlas to include specularity
Merged changes from main.
Moved some materials to the correct folder
Forgot to include the LODs for the ribs yesterday. Duh!
Reverted Content to main.
added a running attack for the bear.
* Animals now trot and gallop instead of run.
* Animal attack range is now calculated as the space between the two colliders.
* Animals now deal extra damage to each other.
* Wolves now gallop closer to their real life speed.
Terrain shaders now affected by specularity stored in atlas; specular is still disabled/black in terrain mats, however
Fixed outdated RustNative
Locomotion now handles destroyed move targets gracefully.
Animals now avoid water using TerrainMeta.Math.
Added protection system and multiple damagetypes per hitinfo
baseanimal is now a basecombatentity
basecombatentity tries to work with skinnedmeshcollision (and fails to)
Fixed event handlers being triggered while in editor mode.
[mazing] removed test exception
Updated rock generator and added some initial rock prefabs
Post-build deployment, GUID: 7fa6a420-badb-421a-93c0-34f92c836e14
Fixed possible error when a message is logged to the console before it has awoken.
Post-build deployment, GUID: 7fe2330b-8e27-47a9-87ab-c2a4d8c7d77a
added temp skybox and fogging
Built new ape prefab, assigned shot table and started to build new animation controller
On listenserver we now create seperate client and server prefabs, instead of using one and trying to simulate networking like a dummy
Fixed a bunch of issues with this branch that didn't show up because of the lack of network gap
added orbiting rocks to skybox, added new skybox (temp texture) and sun to skybox. Removed old stuff in unity doc including old building and props
Added Ape backhand anim & meta data
Added backhand to controller, Switched off AI dropshot
brightend up rock lightmaps