128,952 Commits over 4,232 Days - 1.27cph!
    
    
    
        
            
            
            
                
                Bunch of missing meta files
Fixed crosshair missing sprite
 
                
                
                
                
                
             
         
        
            
            
            
                
                Locks now have deployment guides
Fixed hammer highlight not drawing walls properly
 
                
                
                
                
                
             
         
        
            
            
            
                
                Switched console to UnityUI
Fixed block health network order weirdness
Throw error if SkinnedMeshCollider has no SkinnedMeshRenderer
 
                
                
                
                
                
             
         
        
        
        
            
            
            
                
                sleeping / wakeup animations for the bear / boar / chicken
 
                
                
                
                
                
             
         
        
            
            
            
                
                Updated water to latest version
Fixed water reflections being darker than intended
Scaled up water plane to always reach to the far clip plane
 
                
                
                
                
                
             
         
        
            
            
            
                
                Tweaking event schedule to make sure we don't have multiple running
 
                
                
                
                
                
             
         
        
            
            
            
                
                Adding AK, textures and lods
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed the corner meshes to use notch and pass, simplified some textures, aged the exterior texture
 
                
                
                
                
                
             
         
        
            
            
            
                
                fixed some zfighting on pillar in some cases, added a proper floorboard texture for floors/ceilings
 
                
                
                
                
                
             
         
        
            
            
            
                
                Deleted empty folders in Standard Assets
 
                
                
                
                
                
             
         
        
            
            
            
                
                Checking in the new roof prefab idea, all pieces in and waiting for implementation ~~ @garry
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added a shitload of props from the asset store that we intend to be placeholder but will probably never get changed
Small radtown scene2prefab
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added progress bar to "Tools/Update/Terrain Normal Maps"
 
                
                
                
                
                
             
         
        
            
            
            
                
                Backported useful Time of Day tweak for per-pixel fog from the latest release (can't update due to b14)
 
                
                
                
                
                
             
         
        
            
            
            
                
                EntityComponents can define menus too
Added basic loot crates to radtown test
Changed ResourceContainer to use EntityMenu instead of OnUse
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed bug that water-refracted objects would have fog applied twice
 
                
                
                
                
                
             
         
        
            
            
            
                
                sleeping / wakeup  animations for  rabbit / stag / wolf
 
                
                
                
                
                
             
         
        
            
            
            
                
                Patched in per-pixel fog color proof of concept
 
                
                
                
                
                
             
         
        
            
            
            
                
                Tweaked sky parameters to look better with per-pixel fog
Added hacky fog multiplier to water to tweak the horizon color fit (to be fixed in a better way)
Made ConvarWater toggle the visual checkbox in the material inspector in addition to the internal keyword
 
                
                
                
                
                
             
         
        
            
            
            
                
                some texture polish for log wood set
 
                
                
                
                
                
             
         
        
            
            
            
                
                Tweaked water fog multiplier
 
                
                
                
                
                
             
         
        
        
        
            
            
            
                
                Checking in the metal and basic brick buildings - LODs and COL meshes done.
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                keypad lock status visiblity increased
 
                
                
                
                
                
             
         
        
            
            
            
                
                AnimalAnimation distance scaling
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed large woodbox slot count
Fixed ore resource counts
Fixed chick cluck volume
Fixed flesh attack volume
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed bug in AIObstacle
Fixed bug in AIObstacleMesh that canceled out the recently fixed bug in AIObstacle #JustProgrammerThings
 
                
                
                
                
                
             
         
        
            
            
            
                
                Server log now shows reason for disconnect
 
                
                
                
                
                
             
         
        
        
        
            
            
            
                
                Reorganized animal decision making.
Animals now better at hitting moving targets.
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed "server is closing" error
 
                
                
                
                
                
             
         
        
            
            
            
                
                Animal AI no longer uses Behave.
Cleaned up profiler samples.
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fix for maxhealth being clamped to 69 on first life
starthealth is now random range between 50-60
 
                
                
                
                
                
             
         
        
            
            
            
                
                fixed lock/unlock colors being the wrong way around on the keypad
 
                
                
                
                
                
             
         
        
            
            
            
                
                added sleeping functionality for all of the animals
 
                
                
                
                
                
             
         
        
            
            
            
                
                added sleeping sounds for all of the animals
 
                
                
                
                
                
             
         
        
            
            
            
                
                Torch sounds & fixed torch double attack/strike
 
                
                
                
                
                
             
         
        
            
            
            
                
                More profiling
Fixed bushes being bulletproof
Changed how entity position/updates are networked for performance
Fixed loading screen not showing connection progress
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed server info modal closing
 
                
                
                
                
                
             
         
        
            
            
            
                
                Foundation mesh on stilts first pass, triangles to come
 
                
                
                
                
                
             
         
        
            
            
            
                
                Check before adding position update
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed position issues with 3rd person weapons
 
                
                
                
                
                
             
         
        
            
            
            
                
                Foundation step block changed to stilt type models
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Made walls face outwards properly by default
Fixed ore texture