199,277 Commits over 4,140 Days - 2.01cph!
Updated Sedimentary rocks, textures and created materials.
Toptier triangle foundation block conditional meshes
Stone tier wall end pieces conditional meshes
stone skin 30,60,120 degree convex/concave angles corner meshes for nice corners between straight and angled walls
merging work from building skins branch
Added a ton of new decor and some new tree types
Fixed forestside topology getting incorrectly flagged as roadside topology
Fixed static decor not aligning to normal
Made dynamic decor always align to normal by default (can still be overridden per-prefab)
Log when admins use inventory.give
improved the stag and wolf movement animations
Moved `Arcade.Math` to `Arcade.Maths` to fix conflicts with `System.Math`, cabinet streaming works sometimes.
Temp switched off middle ring in cloud court
Fixed ricochets not showing up for other clients!
Added ricochet effect
stone pickaxe behaves more like the stone hatchet (but for ore)
Lobbed balls now skip distance check, fixed TENN smash
Added celebrate cam pos for TENN
- Seperated materials for bowel bag explosion and grenade
Fixed a possible error after removing networkables.
Can place foundation stairs upwards + downwards more predictably
Made roofs more predictable to place
- Arena events/phases now display animated headers when starting a new phase or completing an arena.
- Arena events now wait until all spawned items are dead (and not just spawned) before being classed as completed.
- Area 1-2 now reorganised for hot loading/unloading
Create SoundDefinitions from existing Sounds
Disabled roadside trees (until the roadside topology fix can be merged to main)
Subtracted changeset 6468
Perf is better without dynamic batching enabled
removed erroneous materials folder, turned down light brightness in cloud city, changed ring order
darkened down wild west court plane
tweaked screens shader, made orbitting rings more distant to stop camera clipping
Fixed exceptions when entities are removed from groups.
Properly separated ocean and lake topologies
Fixed players sometimes spawning next to lakes
Fixed lighthouses sometimes spawning on lakes
Fixed lakeside decor sometimes spawning next to ocean
Added third cabinet, possible fix for player movement networking.
Testing wall blocks with LOD
Various nature stuff part 1
New networking test build.
More work on conditional corner meshes, deployed to all walls for stone building skin
Melee tools have punch feedback when hitting 'wrong' nodes
fixed compile error on server (sorry)
Added NotifyPanel to NetworkingTest to help diagnose issues.
Viewmodel arms use player skin colour
Refactored static decor placement (now uses noise octaves instead of shitty blob clustering)
Tweaked lake and island shape
Workaround for "group < 0x7fff" spam on load inside the editor