108,259 Commits over 3,867 Days - 1.17cph!
Fixed lootable corpse not dropping some of it's contents on death
Retired TransformChangeMonitor
Added EntityTransformNetworking component
NPCs now call TransformChanged() manually
Players now call TransformChanged() manually
Added editor baking support to all terrain map extensions (WIP)
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
Fixed barrels respawning until they took over the whole world
Barrels die properly when killed
made torch light less pink
Building stone skins meshes/textures/materials/prefabs
Fixed base normal not active on legacy terrain shader
Tweaked some normal map settings
made corpses invulnerable to bullet damage
Added splat modifier placement and anchor placement to TerrainModifierGenerator
Updated radtown_small3 scene (not the prefab yet)
Devlist and legacy terrain debug files.
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.
Foraging now has a separate duration property.
Stag now flee half as far.
Reduced animal attack range.
Animals now slow down while turning.
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
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 the ak47 prefab. (it no longer reloads after every shot :)
Reapplied NPC age and murder weapon logging.
Subtracted last commit because it had scene changes.
NPC death logs now include the creature's age and what weapon killed it.
Reapplied boar and stag stamina changes.
merge into main - AI should be attracted to traps now
merge into main - AI should be attracted to traps now
Halved boar and stag gallop stamina.
NPC survey is now profiled.
NPC survey now includes total count.
NPC survey now includes topology and biome.
vagabond jacket is better
AR has a bit more recoil
proper LOD's for bear trap
Merged changes from main again.
Item list in the dev console
Added inventory.giveid <itemid> <amount>
Added inventory.givebp <itemid>
Fixed local player model sometimes dying, causing invisible players
Added direct getters to TerrainTopologyMap and TerrainBiomeMap
Merged changes from main.
Added fadeout distance and placement distance parameters to terrain modifier generator
Converted radtown_small3 to use automatic terrain info extraction (WIP, not updating prefabs yet to remain compatible)
Made heightmap postprocessing run before placing monuments to keep it from offsetting adjusted terrain
Adding myself to DeveloperList.cs
Fixed spanish translation in english phrases
Updates scenes2prefab
Store the world checksum in the save too
Protocol++
Merged radtown branch to main
Made terrain tree meshes spawn in OnEnable and despawn in OnDisable (instead of Awake and OnDestroy)
Another radtown
Fixed building snapping not working
Fixed radtown radiation sphere not being a trigger
Added server.radiation (servers can turn off radiation, debugging)
Added TerrainModifierGenerator editor script
Added fast single-pixel fallback if radius is zero to all terrain modifiers
Added resolution setup to terrain meta inspector