108,193 Commits over 3,867 Days - 1.17cph!
Adding exterior and interior wall pieces. wip log set, also contains door/windows and frames pieces
Stability system is more stable
Removed unused / broken gizmos
Globally extraced min and max noise seed values to TerrainNoise
Weapons are framerate independant again
Log detailed terrain checksums after all generation is complete (debug)
Added checksum log on terrain generation (debug)
Fixed NRE when shooting terrain
Player "use" trace now uses GameTrace - (more accurate)
added a running attack for the boar
Animals now align themselves with the terrain.
Animals now only check for deep water and slopes every few ticks.
merge from weaponrefactor
Updated water to latest version
Enabled water reflections (toggle via F2 menu)
Moved some else comments.
Animals now avoid running up steep slopes.
Cherry picked danger info changes.
Reverted merge from animal branch (please clean up the code as we discussed before merging to main zon)
DangerInfo classes are now more generic.
Adding raw and cooked rabbit models, textures, and prefabs
Optimized deep water checks.
Removed unused animal controllers.
Copied prefab resources from animal-survival.
Copied Behave-Rust from animal-survival.
Copied item resources from animal-survival.
Copied scripts from animal-survival.
Merged changes from main.
Fixed building gibs
Improved network update queue with different channels
added another running attack for the bear;
added a random variable so the standing attacks will choose from 3 different attack animations
Calories and hydration may now be configured with a lost per day value.
Cleaner way to turn maincamera off during loading
On listenserver we now create seperate client and server prefabs, instead of using one and trying to simulate networking like a dummy
Fixed a bunch of issues with this branch that didn't show up because of the lack of network gap
baseanimal is now a basecombatentity
basecombatentity tries to work with skinnedmeshcollision (and fails to)
Added protection system and multiple damagetypes per hitinfo
Animals now avoid water using TerrainMeta.Math.
Locomotion now handles destroyed move targets gracefully.
Fixed outdated RustNative
Terrain shaders now affected by specularity stored in atlas; specular is still disabled/black in terrain mats, however
* Animals now trot and gallop instead of run.
* Animal attack range is now calculated as the space between the two colliders.
* Animals now deal extra damage to each other.
* Wolves now gallop closer to their real life speed.
added a running attack for the bear.