243,839 Commits over 3,898 Days - 2.61cph!
Some rendering abstraction so things other than sprites may be drawn.
Added Skin-Clothing Shader (with alpha testing)
Tweaked player skin
Tweaked basic_torso material
Added RagdollInteritable component
Ragdolls now inherit effects attached to the player's model (blood squirts)
basic torso prefab, hopefully this time not empty
Fixed wolf ragdoll having no mesh
basic torso and materials
Ironsights now listens to an animation curve called ironsightstrength
Bolt rifle ironsights zoom out after shot
changed rotation order of shoulder bones on player rig source file
New placement shader and prefabs.
Made AI part ticks distribute more evenly between frames
Server performance tweaks
added pickaxe animations to the Player animation controller.
adjusted the wm_pickaxe model so it's properly aligned with the animations that are currently in place
updated the player animation controller to include rock animations ( idle / deploy / holster / attack )
Basic animal animation controller, speed variable
Fixed position being stomped when running Scene2Prefab
Fixed wolf monument missing wolf
added deploy/holser/reload functionality to the player animation scripts; enabled the overlay_ whenever a holdtype changes
tweaked teh fur shader so the rimlighting is not so harsh at night
Fixed addressing errors in pvt when pages were removed
adjusted position/rotation settings for boltrifle/bow prefab
Added rock deploy / holster holdtype anims
updated player torch meta file
Added initial player hatchett anim source file
Tidied Arc and Biarc up but theres still an occasional bug.
Added the concept of a road which is a lot of sections. They're now processed in a correct order to ensure they match properly and UVs can be created properly.
Made massive improvements to the entire system.
A slight optimisation to sprite rendering.
Implemented rendering to / from a stream.
Added Conditional -> HasItem
Added Action -> LockUnlock
Added order to context menus
Clicking outside of menu now closes it
Can now lock/unlock door when holding matching Key
Added holdtype source anims
Added Bill's door model
Fixed some warnings
Should be able to shoot through doors again
Added global illumination test.
Fixed the sprite shader not loading in builds outside of the editor.
Purged all references to System.Drawing.
Added Conditional -> CanCraft
Added Conditional -> IsLocked
Added Action -> Craft
Conditionals, Test now get BasePlayer
Renamed Item.lockTime to busyTime to avoid confusions
Can craft key from door (key doesn't do anything yet)
Fixed errors when no spawn handler (dev maps)