248,567 Commits over 3,928 Days - 2.64cph!
Re-implemented clearing the console when right clicking the console toggle button.
Started reorganizing animal classes.
set court_wear.tga to black (this is the tga that is dynamically changed in code)
added new court shader with dirt and metal (clean) varients, with splatmap to blend between the two
Checking in wood set pieces and updated prefabs
Merged changes from main.
Merged hunting wolves from animals branch.
Renamed some DamageTypes
Fixed animals not bleeding when shot/killed/hit
Gave rabbit a skinnedcollider
Replaced damageAmount
BaseCombatEntity should scale damage properly using its own baseProtection
Added Protection to building block grades
Disabled damage indicator (temporarily)
Removed the need for the temporary "Staged" scene during builds.
Merged the Embedded and Standalone scenes into one, toolbar controls are now added programmatically.
Fixed not being an admin in editor
AI: try not to target clientside entities in editor
Tagged skins
Fixed bear anim controller error
Added ArrayPropertyDrawer base (for properties inside arrays, lets you get array and index)
Added ArrayIndexIsEnum to show array index as a enum string instead of a number in inspector
Added ArrayIndexIsEnumRanged - as above with min/max
Added BoneInfoComponent (todo)
Cleaned up SkinnedMeshCollision attributes into GameManifest.MeshColliderInfo
Temporarily removed MeshColliderInfo per bone properties
MeshColliderInfo has encompassing DamageProtection
Merge branch 'master' into ovr
Made sure the cabinets in GameTest are using valid games.
[block_party] spikey block adds spikes to blocks it touches in 2nd phase
New spear sounds and rock sound tweaks
Fixed rocks, to be proper with the new standard shader. Water tweaks. Temp scene backup.
running attack animations for the chicken / rabbit / stag
Sky, lighting and water tweaks. PBR ground texture wip files.
[block_party] added graphics for 2 more blocks
Updated animal food caloric values from admin site.
Moved GiveItem out of BaseEntity.Flags into BaseEntity.
Deployables are now killed when their floor is destroyed
FixedUpdateEvent pushes realm properly
PrefabPreProcess keeps seperate lists of client/server prefabs
PrefabPreProcess creates an instance of prefabs before processing
Added RealmedRemove - A PrefabPreProcess that removes gameobjects/components from itself depending on realm
Fixed furnace and fire materials being too shiny
Fixed NRE in build privliedge