128,907 Commits over 4,232 Days - 1.27cph!
    
    
    
        
            
            
            
                
                Updated rock meshes with new pivots and fixed rotations out of max. Updated prefabs with zored transforms. Added rock_12 prefab
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added rock_group_01 prefab
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added prefabs for all the forests
 
                
                
                
                
                
             
         
        
            
            
            
                
                changed all of the bear animations to "Generic"  instead of "Legacy", so the new bear entity will use mecanim state machine;  Added LOD versions of bear
 
                
                
                
                
                
             
         
        
            
            
            
                
                Boar animations ( eat grass / walking )
 
                
                
                
                
                
             
         
        
            
            
            
                
                Forest ground texture no longer gives me eye cancer.
 
                
                
                
                
                
             
         
        
            
            
            
                
                4x bullet impact effects on 3 material types. Previews added to TestLevel.
 
                
                
                
                
                
             
         
        
            
            
            
                
                Getting the test branch up to date.
 
                
                
                
                
                
             
         
        
            
            
            
                
                Moved test rock group to its own folder, it'll need more advanced handling
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added SeedRandom.Value (returns 0-1)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Updated rock prefabs (still needs work)
Added min/max rotation and offset to decor spawn system
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed particle effects possibly being recycled too soon
Update entity's network group immediately if parent changed
Player ragdolls are now made of flesh
Added ImpactParticles dev scene (for Petur)
Moved Petur's impact particles to Resources/Prefabs/fx/impacts/
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added collider.GetMaterialAt( pos )
Stop the boar model importing its materials
 
                
                
                
                
                
             
         
        
            
            
            
                
                Moved all of the new world prefabs to the world layer
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added SceneToPrefab system (see readme for details)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed NRE in UpdateNetworkGroup
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed Bill killing himself
 
                
                
                
                
                
             
         
        
            
            
            
                
                Updated the menu scene a bit
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed impact FX orientation
 
                
                
                
                
                
             
         
        
            
            
            
                
                Reorganized some texture locations
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed effects breaking if destroyed first entity spawned
Hit effects now use material type hit
Melee attacks use bullet impact effects (temporary)
Fixed effects sometimes being parented to something random
Pool all Physics material names on server startup
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Added input.sensitivity (mouse sensitivty)
Added input.flipy (flip y axis)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Removed world layer from water reflection, it'll kill us with the new amount of rocks
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added TransformUtil overloads that take a LayerMask
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Added resource layer, put all resources on that layer and added it to the wolf obstacle mask
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added an insane amount of rocks
Added placement check layer mask to the resource spawner
 
                
                
                
                
                
             
         
        
            
            
            
                
                Made rocks spawn dynamically around player (reduced loading time and memory usage, triggers some PhysX refreshes though)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Dialed back bush count a little (I think I went a little overboard there)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Tweaked some highpass ground textures for stronger blacks.
 
                
                
                
                
                
             
         
        
            
            
            
                
                LODs for boar/wolf/stag;  run animation for boar
 
                
                
                
                
                
             
         
        
            
            
            
                
                Removed NetworkSleep from rock prefabs (they're not entities)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed bug in DecorPatch that caused clusters to spawn outside the patch bounds
Made a few things to prefabs that were per-scene objects up until now
Tried more rock spawn experiments
 
                
                
                
                
                
             
         
        
            
            
            
                
                Made Andre all fuzzy and it took ages.
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed GameManager ignoring adjusted per-prefab probabilities in some overloads
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Added all layers to spawn handler placement check mask
 
                
                
                
                
                
             
         
        
            
            
            
                
                More randomization on impact effects. Larger impact plumes, for greater long distance visibility. Aurora shader changed; Now bi-colored, and slightly more dynamic. Minor TOD tweaks.
 
                
                
                
                
                
             
         
        
            
            
            
                
                Extended TerrainMath by world space getters
Refactored TerrainMath and TerrainMeta
Optimized initial resource spawn performance
 
                
                
                
                
                
             
         
        
            
            
            
                
                Tweaked bush spawns and billboard lighting
 
                
                
                
                
                
             
         
        
            
            
            
                
                When sending effects attached to an entity, use the entity's network group
 
                
                
                
                
                
             
         
        
            
            
            
                
                Clear holdtype if sleeping
 
                
                
                
                
                
             
         
        
            
            
            
                
                Swap item positions by dropping on other items
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added resource layer to collision_setup masks
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed possible NRE in AI code
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed holdtype not being networked properly
Fixed stringpool error if string is null
Fixed attached effects position weirdness
Fixed networked effects normal being wrong
Removed debug: LOADED PLAYER STATE LOL
Fixed bolt rifle shoot smoke velcocity craziness
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                This should fix EAC kicking family borrowed accounts
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed awesome server crash when dropping an item on itself