243,208 Commits over 3,898 Days - 2.60cph!
Updated Jetpack effect, need to link to anim event
Fixes for input manager
made swamp court much smaller and confined so the player always sees the outside environment. repositioned trees, plants and buildings to fit new size.
Positioned rib cage in centre and animated court to move inside of confined ribcage.
Tweaked environment so it doesn't clip camera during gameplay.
Added lights for ribcage lights (not modelled yet)
Still have problem with court and court fringe materials not lighting properly, need to investigate
-merged with main
-influence maps are now threaded, albeit still solid circles. Radiuses shall be in game units, and currenty there's no support for the 'influence' variable (but only for the radius)
Fixed stacking bug where couldn't stack if container was full but item not fully stacked.
Implemented stacking. Need to work out the bugs.
Extra warning is primaryBody isn't set
Water mesh remake; now simpler and faster; now supports 256x256 resolution for central patch
Refectored water renderer; fixed issues with disappearing highlights, fog
Added and cleaned up preliminary terrain shoreline wetness from last week
Water fog fix from last week, now stable; replaced depth texture in global fog and TOD scattering
Refactored threaded simulation
Fixed server NRE in ServerProjectileHit
Fixing/Diagnosing server BaseCorpse NRE
Fixed crash when spawning block.halfheight (Unity 5.1 missing material crash)
Don't spawn tundra field trees in the arid biome
Fixed climate script being stripped from servers
Hemp copy & paste to procmap
Subtracted changeset 8635
Properly fixed ocean water level
Added faster calculation path for colliders that are equal to their AABB to AddToWaterMap
Elephant grass & mountain cloud effect tweaks.
Added hemp plants to Hapis Island forests. Picking them gives clo... I mean plant fibers
Second loot table tweak for barrels.
Send new ambient sounds to the right mixer channel
Barrels and ore don't respawn in ocean.
Item and inventory stuff.
Fixed crafting queue not returning ingredients on disconnect/sleep/die
Proc map water level hack ( revert this shit and update proper plz andre )
Mountain peak fume effect.
Fixed player health display
Fixed incendirty rocket crash
Fixed stringpool error in editor
Collectable mushrooms and rocks on Hapis.
Enterable tunnels, for real this time. Storm drain assets.
Attributes start at their "positive" value (whichever value is > 0). Tweaked energy and hunger steps
Upped attribute modifier precision
AgentManager ticks every 5 TOD seconds
New game will always start at 6am (random month between March and August, random day)
Hapis ignore terrain collider triggers.
Removed IResource
A little more Activity cleanup
Placeholder berries item view
Resources now dispense items (call the ItemSettings.Create method for now) when harvesting, they pop out and bounce around like idiots.
Did a silly thing and added OnSecond to TOD_Time, and use it in AgentManager to fire Ticks :x