243,765 Commits over 3,898 Days - 2.61cph!
Fixed GameManager ignoring adjusted per-prefab probabilities in some overloads
Made Andre all fuzzy and it took ages.
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
Removed NetworkSleep from rock prefabs (they're not entities)
LODs for boar/wolf/stag; run animation for boar
Tweaked some highpass ground textures for stronger blacks.
Dialed back bush count a little (I think I went a little overboard there)
Made rocks spawn dynamically around player (reduced loading time and memory usage, triggers some PhysX refreshes though)
Added torch view model anims (attack and combo)
Added an insane amount of rocks
Added placement check layer mask to the resource spawner
Added resource layer, put all resources on that layer and added it to the wolf obstacle mask
Added TransformUtil overloads that take a LayerMask
Removed world layer from water reflection, it'll kill us with the new amount of rocks
Added input.sensitivity (mouse sensitivty)
Added input.flipy (flip y axis)
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
Reorganized some texture locations
Fixed impact FX orientation
Added torch viewmodel anim source file - melee attack
Updated the menu scene a bit
Fixed Bill killing himself
Fixed NRE in UpdateNetworkGroup
Added SceneToPrefab system (see readme for details)
Moved all of the new world prefabs to the world layer
Added collider.GetMaterialAt( pos )
Stop the boar model importing its materials
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/
Updated rock prefabs (still needs work)
Added min/max rotation and offset to decor spawn system
Added SeedRandom.Value (returns 0-1)
Moved test rock group to its own folder, it'll need more advanced handling
Getting the test branch up to date.
4x bullet impact effects on 3 material types. Previews added to TestLevel.
Forest ground texture no longer gives me eye cancer.
Boar animations ( eat grass / walking )
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
Added prefabs for all the forests
Added rock_group_01 prefab
Added torch view model source anims (ignite / hit /extinguish)
Updated rock meshes with new pivots and fixed rotations out of max. Updated prefabs with zored transforms. Added rock_12 prefab
Fixed that poor tree having no textures
Improved billboard lighting
Refactoring playerstate/tick
Added spectate mode (for debugging)
Increased protocol
Fixed broken hold type on first spawn
Fixed rock 3rd person animations not playing
Fixed decor normal alignment and added position offset if specified in the prefab
UI layout changes, minor camera tweaks.
Removed old rock prefabs, moved new rock prefabs to their correct locations
Fixed trees being invisible (requires server restart)
Added correct prefab name to mushroom prefabs
Removed old tree prefabs (base assets are still in backup folder if you need them)