108,201 Commits over 3,867 Days - 1.17cph!
DamageProtection becomes ProtectionProperties
Added ProtectionProperties assets for clothes and buildings
Fixed some clothing not having colliders
Fixed some clothing materials using the wrong shader
Reduced terrain checksum spam
Updated water to latest version
Enabled solid ground color in reflection cubemap and ambient light
Optimized builfing block health networking
Fixed NRE when using shotgun
Fixed player networking queue not actually queuing
Disco flare fix for the testlevel.
eating animations for boar / stag / bear / wolf
Fixed a bunch of warnings
Fixed all the whack tree LODs. More ground texture wips.
Clothing protection values
building protection values and health balance
fixed grade damage assignment on default spawn
Improved how AISense detects corpses.
BaseAnimal no longer hides it's public properties under a server CC flag.
AISense now searches using type comparison.
Hammer sounds and sound tweaks
Assert that UpdateNetworkGroup is only called serverside
Cleaned out @zon's debug comments
Reformatted @zon's unformatted code
Fixed snow jackets making you immortal
Added prefabproperties to gamemanifest
Player compound protection values
Fixed bug in ArrayPropertyDrawer
Updated water to the latest version
Updated custom sky prefab
Time of Day update to 2.3.3 prerelease 2
Fixed damage protection being applied twice
Fixed meshcollider damage protection not being applied proper
Animal partol values no longer using defaults.
Restored animal properties from main.
Merged remote logging fixes.
Player metabolism is now logged after a 10% health change.
Added remote log to game setup.
Merged changes from main.
BuildingBlock derives from CombatEntity
FixedUpdateEvent has fixed tick time (listen server enhancement)
Added a bunch of profiling stuff
Split BaseCombatEntity into shared/server/client
Moved Healt()/MaxHealth() from BaseEntity
BaseResource uses BaseCombatEntity
Tweaked entity network update timings
BuildingBlock network updates when taking damage
BaseCorpse derives from BaseCombatEntity
Started reorganizing animal classes.
Checking in wood set pieces and updated prefabs
Merged changes from main.
Merged hunting wolves from animals branch.
Renamed some DamageTypes
Fixed animals not bleeding when shot/killed/hit
Gave rabbit a skinnedcollider
Replaced damageAmount
BaseCombatEntity should scale damage properly using its own baseProtection
Added Protection to building block grades
Disabled damage indicator (temporarily)
Fixed not being an admin in editor
AI: try not to target clientside entities in editor
Tagged skins
Fixed bear anim controller error
Added ArrayPropertyDrawer base (for properties inside arrays, lets you get array and index)
Added ArrayIndexIsEnum to show array index as a enum string instead of a number in inspector
Added ArrayIndexIsEnumRanged - as above with min/max
Added BoneInfoComponent (todo)
Cleaned up SkinnedMeshCollision attributes into GameManifest.MeshColliderInfo
Temporarily removed MeshColliderInfo per bone properties
MeshColliderInfo has encompassing DamageProtection
New spear sounds and rock sound tweaks
Fixed rocks, to be proper with the new standard shader. Water tweaks. Temp scene backup.
running attack animations for the chicken / rabbit / stag
Sky, lighting and water tweaks. PBR ground texture wip files.