249,429 Commits over 3,959 Days - 2.63cph!
[memory_dungeon] color tweak
[memory_dungeon] color tweak
Fixed NRE in BaseCorpse.Save
Added BaseEntity.IsValid
Fixed NRE in Builder module
[memory_dungeon] not much, just card flipping
[memory_dungeon] not much, just card flipping
Ore resource nodes now all give varying levels of stone/metal/sulfur (instead of just one)
Merge branch 'master' of arcade
Merge branch 'master' of arcade
Fixed AI profiler samples not showing up in the profiler
Updated to latest Amplify* (from Rust repo) and latest TOD from Dropbox.
Renamed *Control classes to *Controller.
Cleanup Pass -> Deleted some deprecated files, Cleaned up the namespaces and renamed EntityTemplateManager to TemplateManager.
Don't bob weapon when not on ground
Bolt rifle, Thompson, Shotgun, Eoka Pistol, Revolver craftable
Added gunpowder blueprint
Pistol, rifle and shotgun ammo craftable
Added pistol bullet projectile
Fixed arrow & rifle killing via "hunger"
Renamed StartupDependent to SceneInfo
Added Sabertooth with new anims, still quite WIP.
Updated Sabertooth scale. Mammoth tweak. Tree tweaks.
weapon meta files from before my previous check in (which broke the view models)
Added opt suggested by andre; skipping camera pass on transparent shadowcaster.
metal files for the weapons changed when i opened them in unity 5.0 beta2
Working fix/hack for transparent shadowcaster shader on all platforms.
added #ifdef CLIENT to the viewmodelbob code.
added viewmodel bob script to some of the weapon prefabs.
code for view model bobbing.
Fixed F2 menu settings not being applied
Removed forest rocks until we can fix their shader
Fixed new GameScreen Sub Scene setup and SubsceneDummies for temperate_canyons.
Fixed player floating up slopes
Time of Day update to 2.2.0 prerelease 3
Fixed client compile error
Made all AI code #if SERVER
Made sense calls part of the behaviour tree
Made AI swim instead of walking underwater
Made AI movement a lot more robust (almost independent of the tick rate now)
Refactored the steering system
Changed the way AI selects its targets
Fixed AI test scene
Fixed player not casting shadows
When not starting the game from a subscene, the BaseScreen will now pick a random subscene in the list of available subscenes.
Fixed some of the Screen to Scene relationship issues + loading from any "subscene" issues we were having.
Catch SocketException , don't start server
Kick users sending invalid packets
added some weapon specific jump animations; made some tweaks to the jumping animations (they should look smoother now and blend better between the states); tweaked prone/crawl animations
Updated player clothes source file
changed LOD settings for head to match other parts of the body ( as it was dropping out so early you could see the body & no head)
RoadVertex is now self updating.
Going Home
exported tweak naked legs mesh
Fixed deployment guides not changing colour properly