108,155 Commits over 3,867 Days - 1.17cph!
Fixed the speedtree animations (or lack of) - and the thing that was ruining our branch and leaf density.
Some crystal & ice files.
test animation for first person eating.
fixed some alignment problems with the 3rd person eating gestures.
added various sound fx for eating.
Made TerrainSkin support (kinda) dynamic splat adjustments
No need to build manifest in build process, it's done in a seperate call now to force defines
Updated to coherentui 2.5.0.0
Can set developer convar on server
Fixed logic error in RPC_Server.MaxDistance
Disabled PVT and water reflections by default (perf)
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Added random rocks to temperate and arid open fields
Added rocks to the grass-beach transition
Reorganized terrain-related procedural generation scripts
Added basic idea of a dynamic splat modifier script (backup commit)
Only generate manifest if full defines are set
improved view model hammer anims
Fixed server compile issue
Merging lock code into the main branch
For test purposes, give everyone a lock_code on spawn (until we have batteries spawning)
Added sounds for code lock
Fixed hearing animal sounds from 200 miles away
Made player footsteps quieter
Placeholder art for locks
Scene2Prefabs can now set their own target names
Made KeyCodeEntry UI a scene2prefab
added a 2 handed eating animation for when the player is eating a huge chewy old piece of meat (something you'd find at the Olive Garden restaurants)
Codelock - temprary debug info into local chat
Codelock - temprry flashing light when armed
added tools>update>phrases
Updated phrases
Filled in server -> client RPCs
Loaded entities now retain their UIDs
Cleaned entity slot code
Entity slots are now saved properly
CodeLock opens numpad if not previously opened
Simplified network UID distribution (to the extreme)
Time of Day update to 2.3.1 prerelease 4
made some improvements to some of the 3rd person torch lit animations (so it looks bettter when used with the oil lantern).
tweaked the 3rd person medical syringe animations
tweaked the 3rd person melee hatchet animations (looks a bit smoother and is directed towards teh center)
Added gesture anims to mechanim, created cold & chicken parameters
Exported new player gesture anims ( 'you chicken? ' & 'I'm freezing here") & set up clips
Code entry dialog
RPC arguments
CodeLock menus
Added a tiny randomized scale to resources
Made forest 6 reach a bit inside the snow biome
Added LayoutMapRes parameter to TerrainGenerator
Added Upsample2D method to ImageProcessing
Cleaned up ImageProcessing
Fixed blueprints sometimes not loading in editor
Cleaned up protobuffer files
Removed a bunch of debug output
KeyLock/CodeLock save their codes properly
Toggle lock based on locked/unlocked
Door open/close working
Cleaned up building prefab names
Removed deployed_door item (now redundant)
BaseEntity flags are now networked properly
Key crafting, locking, unlocking
Fixed battery being craftable
Fixed some errors not logging
Touching MenuBackground + music
added 3rd person eating animation
set up the prefab for the lantern_wm; unfortunately, i couldnt get it to use hinge physics.