241,178 Commits over 3,867 Days - 2.60cph!
Admin tools men now downloads config and inventory schema
Fixing some missing mats on human male view
tone down the idle animations for the weapons that have iron sighting. Made sure the iron sights were pointing at center of screen.
▋▍▄▌ ▊▊▊▋▄▍▄▊ ▄▄▅▍▇ ▇█▍▉█▊▄.
Added check for a minimum distance from other monuments when placing a monument
Enabled decor parameter processing on monuments
Protocol++ (network + save)
Updated autospawn prefab layers
Updated steam dlls to the latest
Added SteamInventory class/object
█▍▌▇▌▌ ▋▆▍▉▅▅▌ ▊▄▇▆ ▊▊▊▉▅
Garry told me I can probably delete this
Fixed ambient light not updating
Made fog directional (test)
Added HumaleMale@SitOnObject pose. Fixed some import settings.
Updated Rocks, Buildings (scale tweaks). HumanMale sitting pose.
Updated to SteamworksNETVersion 6.0.0
added proper sound effects for the hunting bow
smoothed the jog/run movement for a bunch of the 3rd person animations
made the 3rd person bolt rifle animations smoother. (ie. removed the twitching of the player's shoulders when he jogged)
Reverted procedural small; checked in by accident
Made AtmosBlend update wind smoothly again; possible thanks to unity tree wind fix
Temporarily removed that unused third overlay from PVT shaders; will add back if applicable
Added el cheap-o parallax mapping to all terrain PVT shaders; using subtle offset as default
"Sit on me" smart object now working, but seemingly anything beyond 1 subscriber and it bugs out a bit. Also the "force to position" is rather hard right now... need to fix that.
added "shotgun" / "smg" to the devplayer script. Fixed up some errors on the mecanim player conroller.
Time of Day update to 2.3.0
Deleted old bush and tree art
Added placeholder bushes to all forest types
Changed camera clear flags back to solid color now that we're no longer using any of the tree creator shaders
Changed the way random number seeding works (can now request per-position seeds in a nice way)
Changed waterpipe shotgun world model & updates to prefab
Polish pass on terrain textures and blend parameters, making the ground a bit more crisp.
Some prefab and scene updates
Fixed compile error in AIObstacleMesh (sorry for the suffering I caused you Jenkins)
VertexPainter now saves mesh assets in the scene's asset directory (/Assets/Scenes/Working/Islands/island_name/). TerrainBlendObject now looks for Terrain as a child of parent transforms.
Working on the "Sit on me" Smart Object. Not quite there yet.
Added syringe world prefab
Updated TypeScript submodule.
Added TypeScript submodule.
Preparing to make TypeScript a submodule.
Added SmashBloxTS submodule.
Preparing to add SmashBloxTS submodule.
Fool me once, shame on... shame on you. Fool me... you can't get fooled again. Added a second generation bush.
[SmashBloxTS] Refactored to make more use of coroutines.
Added blend trees to shotgun player holdtype
First attempt at fixing VertexPainter mesh color array replacement bug in b7
Made snow splat, splatSize, color and specGloss settings global
No longer cloning non-terrainBlend materials in terrainBlendObject
[SmashBloxTS] Fixed formatting.