108,221 Commits over 3,867 Days - 1.17cph!
Merged changes from main.
added some damage debug calls
Made animals more sensitive to some damage types
Some melee weapons distribute multiple damage types
Animals can now only gallop for limited distances.
Animals now move closer to their real life speeds.
view model animations for the spear (double hand hold)
Animals now only do a visibility ray cast on players.
Updated to latest Amplify Motion; fixed some concurrency issues
Created a separate DepletingMetabolismAttribute sub-class for calories and hydration.
fixed the bug where the bear would sleep FOR THE REST OF HIS LIFE
More low level network message writing
Clean up AI profiling a bit.
Added server.compression to turn network compression on/off
Added timewarnings to stability system
Added MaxSpawnDistance to effects
Added low quality mode to lerp
Fixed serialization fuckup in StorageBox (fixes capacity)
Attempt to fix foundation.step offset and cleaning up a lot of pivot rotations. Adding foundation.triangle update
Made walls face outwards properly by default
Fixed ore texture
Foundation step block changed to stilt type models
Fixed position issues with 3rd person weapons
Check before adding position update
Foundation mesh on stilts first pass, triangles to come
Fixed server info modal closing
More profiling
Fixed bushes being bulletproof
Changed how entity position/updates are networked for performance
Fixed loading screen not showing connection progress
Torch sounds & fixed torch double attack/strike
added sleeping sounds for all of the animals
added sleeping functionality for all of the animals
fixed lock/unlock colors being the wrong way around on the keypad
Fix for maxhealth being clamped to 69 on first life
starthealth is now random range between 50-60
Animal AI no longer uses Behave.
Cleaned up profiler samples.
Fixed "server is closing" error
Reorganized animal decision making.
Animals now better at hitting moving targets.
Server log now shows reason for disconnect
Fixed bug in AIObstacle
Fixed bug in AIObstacleMesh that canceled out the recently fixed bug in AIObstacle #JustProgrammerThings
Fixed large woodbox slot count
Fixed ore resource counts
Fixed chick cluck volume
Fixed flesh attack volume
AnimalAnimation distance scaling
keypad lock status visiblity increased
Checking in the metal and basic brick buildings - LODs and COL meshes done.
Tweaked water fog multiplier
some texture polish for log wood set
Tweaked sky parameters to look better with per-pixel fog
Added hacky fog multiplier to water to tweak the horizon color fit (to be fixed in a better way)
Made ConvarWater toggle the visual checkbox in the material inspector in addition to the internal keyword
Patched in per-pixel fog color proof of concept