243,957 Commits over 3,898 Days - 2.61cph!
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
added more pipe remnant art sourcefiles
Added 1st pass Ape run intro/outros for E/S/W
Modifications to the shot table, can now display anim time in viewer
added pipe remnant art sourcefiles.
Calories and hydration may now be configured with a lost per day value.
Cleaner way to turn maincamera off during loading
brightend up rock lightmaps
Added backhand to controller, Switched off AI dropshot
Added Ape backhand anim & meta data
added orbiting rocks to skybox, added new skybox (temp texture) and sun to skybox. Removed old stuff in unity doc including old building and props
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
Built new ape prefab, assigned shot table and started to build new animation controller
added temp skybox and fogging
Post-build deployment, GUID: 7fe2330b-8e27-47a9-87ab-c2a4d8c7d77a
Fixed possible error when a message is logged to the console before it has awoken.
Post-build deployment, GUID: 7fa6a420-badb-421a-93c0-34f92c836e14
Updated rock generator and added some initial rock prefabs
[mazing] removed test exception
Fixed event handlers being triggered while in editor mode.
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Fixed outdated RustNative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.
Reverted Content to main.
Forgot to include the LODs for the ribs yesterday. Duh!