123,987 Commits over 4,171 Days - 1.24cph!
Hammer now swings properly
Building is no longer instant again
Building effects (placeholder)
Added player pickaxe anims for deploy / holster
crouchwalk/jog animations for player holding grenade
Reverted sun light (too much flickering)
fixed some errors with the bear's fur material; renamed the animals to LOD0
-added LOD groups to the animal entities.
embedded the animal LODs into a single .fbx file
added LODs to the animal entities; fixed the server side entities for the animals (they dont contain mesh now)
Fur shader, updated stag material
Removed old LOD models
Re-linked animal avatars
Cleaned up stag materials
Added a quick replacement for the door.
Lantern LOD, colmesh, sound.
changed the bear/boar/wolf to use the new fur shader; removed unnecessary material files.
edited the animal prefabs so that they use the new FBX meshes that I made (that don't have the old shitty fake fur shit)
Lantern animation files and some cleanup.
Improved the lantern light effect.
Building suggestion shader v2
Reworked the way the spawn handler keeps track of population count to support saving in the future
Added new spawnable script to animals
Increased animal density
Added Tools->Admin-> updates icons/items/phrases from admin site
Updated icons/items/phrases from admin site
Fixed switching clothes not working when loading from save (buildingtest map)
Increased protocol (itemids changed)
Fixed errors when no spawn handler (dev maps)
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)
Added Bill's door model
Fixed some warnings
Should be able to shoot through doors again
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
updated player torch meta file
Added rock deploy / holster holdtype anims
adjusted position/rotation settings for boltrifle/bow prefab
Fixed addressing errors in pvt when pages were removed
tweaked teh fur shader so the rimlighting is not so harsh at night
added deploy/holser/reload functionality to the player animation scripts; enabled the overlay_ whenever a holdtype changes
Fixed position being stomped when running Scene2Prefab
Fixed wolf monument missing wolf
Basic animal animation controller, speed variable
updated the player animation controller to include rock animations ( idle / deploy / holster / attack )
adjusted the wm_pickaxe model so it's properly aligned with the animations that are currently in place
added pickaxe animations to the Player animation controller.
Server performance tweaks
Made AI part ticks distribute more evenly between frames
New placement shader and prefabs.
Ironsights now listens to an animation curve called ironsightstrength
Bolt rifle ironsights zoom out after shot
basic torso and materials
Fixed wolf ragdoll having no mesh
basic torso prefab, hopefully this time not empty