111,294 Commits over 3,928 Days - 1.18cph!
Slightly toned down the dreamlike bloom.
Undone maxunack checks (should fix client input freeing)
AI now remember their current action's score.
rigged the sawed off shotgun and started animating it.
Fixed that underwater image effects looking insane (mostly caused by very bright height fog)
Updated water to latest version
Fixed water shore fade and refraction
Merged changes from main.
Hacky biome and topology map loading for TestLevel
Removed fake CanSleep check.
Animals now sleep in the woods instead of directly on their spawn point.
Sleeping animals are no longer disturbed by resource nodes.
Made monuments block other stuff from from spawning inside them as well
NPC now flinch when attacked.
Fixed NPC animation state.
AISense.Think no longer called twice.
Added simplified salvage axe idle, updated blends on controller
Updated salvage axe attack2 hit anim
Removed short NPCAI time warnings.
Merged changes from main.
Added priority to decor scripts
Added cull grid instance (still unused)
Added field rocks to the arctic biome
Gave rocks placement priority over bushes and made them block bush placement
Tweaked rock terrain modifiers
Tweaked bush scales
Tweaked test cave
Protocol++ (network + save)
Merged NPC steering improvements.
Updated anim events for vm rock attacks
Initial version of the dynamic cull grid
Lowered default maxunack, multichannel snapshots
Added assignable icon for placeholder/unused splat slot
Fixing errors in TestLevel and likely others as well
Slightly increased animal attack range.
Generated a new terrain normal atlas; dirt height was bad
Fixed terrainLegacy shader base normal orientation to match detail normals; testLevel lighting now decent again
Restored petur's last parallax tweak in testLevel's terrain mat
NPCSteering now ignores obstacles that are part of the NPC's target.
Spawner code formatting/cleanup
Should fix item warnings on server load
NPCSteering interests < dangers < obstacles.
Use unacknowledged message count to work out if we're congested
Moved editor code to place where editor code should be; ma bad
Server timeout tweaks
Fixed compile error
Increased AIDanger intensity.
Added removemoderator
Added removeowner
AIDanger intensity can no longer be higher than AIObstacle intensity.
ban.banid commands now respond with confirmation + information if already banned
Added unbanid <steamid>
Tweaked network lerp
Fixed ForcePositionTo not having the intended effect
NPCSteering no longer ignores obstacles approached from above or below.
Added parallax to atlas terrain shader highest quality mode
Added "Apply" button to TerrainSplatMapInspector; will write currently assigned spat/control maps into terrain's alphamaps (meant for import & edit)
Got legacy terrain shader (8 splat), and procedural terrain shaders, ready for real-time editing avoiding addpass
Switched TestLevel to atlas-based legacy terrain shader (8 splat); added TerrainPaint scripts for real-time editing
Swizzled TestLevel splat/control maps to match procedural (aka standard) atlas ordering
Replaced the barely noticeable splats thumbs with icons to terrain edit inspector; for quicker splat identification and selection (may be customized by the artists)
Pushed my terrain code into andre's closet (just a couple files)