111,294 Commits over 3,928 Days - 1.18cph!
RemoteLog.IsReady not longer crashes without a RemoteLog singleton.
Fiddled in the new sand texture because the old one is killing me
Added verification (+ fallback) of the set terrain resolution to the terrain generator
Furnace more expensive, torch default item, removed leftover common blueprints from loot tables
Protocol++ (network + save)
Tweaked heightmap parameters
Tweaked checksum calculation
Tweaked dune noise
Tweaked hill frequency and amplitude
Tweaked forest frequency and size in the arctic and arid biomes
Slightly reduced size of the arid biome
StandardBlendMaskShader: added separate UV transform for blend-mask/height map
Made a better generic rust texture for blend layers
Fixed animal sense properties.
Added long-sleeved t shirt model, textures, and prefabs
Updated mid-level jacket to work better with underlying layers
AISense once again uses structs.
Loading screen redux
Don't spam commands into the console when loading config file
NPCAI now uses Decision.State.
PrefabPreProcess only process prefabs (in editor)
More UI progress
Set up AI decision curves.
Merged changes from main.
Added decision states to AI prefab.
adjusted some preventBuilding radiuses
updated sleepingbag model
Fixed a bug where new animals would immediately starve to death.
Increased terrain resolution (4x)
Added proper segmentation to heightmap generation
Added dunes to heightmap generation
Increased forest density, frequency and size
Increased valid noise seeding range
Optimized checksum generation
Fixed the riduclous amounts of shininess on the chickens. They no longer look like they came out of a Lady Gaga video.
redid all of the animals' mecanim state machine. They transition to/from each state much smoother now (no more snapping from sleep --> awake)
First version of custom environment Standard shader with CryEngine-style "Blend Layer" support
Refactored how GameManager works (to remove Realm usage)
Fix lit torch attack not playing strike effect
Updated torch vm anims, changes to anim controller
Changed torch animator so both lit & unlit states work on one layer
Simplified Scene2Prefab to reference GameObjects instead of pathnames
Can have multiple Scene2Prefab's per scene
Scene2Prefab's don't have to be root objects
Translate initializes automatically on first use
Added Transform.GetSiblings<T>()
Server browser WIP
Added LocalizeText component (for localizing a UI.Text)
Mixing terrain splat normals with base terrain normals for more pronounced and detailed hill lighting
Fixed new issue of not being able to hit objects with torch when lit
Re-enabled threading in-editor
More detailed checksum mismatch logging
Made noise library use native implementation if possible, otherwise use managed fallback
Fixed terrain atlas set not saving slots
Fixed terrain atlas generator not forcing read/write texture import settings
Updated ProfileProceduralMap
Forced alphabetical order when spawning decor types
Protocol++ (network + save)
Converted TerrainTreeBatch to the new fast getter and setter in b20
Made clientside tree placeholders move when their owner entity is moved (fixes trees at origin, invisible trees)