123,979 Commits over 4,171 Days - 1.24cph!
Pickaxe sounds, first pass
added new firing animations for weapons that have aiming down the sight
made a change to ironsights script that would set a variable in the view model's mecanim state machine specifying whether the gun was in ADS mode or not.
changed the firearm mecanim state machines so they use the new ADS animations for firing / idle
tweaked the amount of shaking when firearms are shot.
Fix click in pickaxe strike sound
fixed a gap in floor piece
null entity check in SaveAll (something weird is happening)
Switched networking to use times instead of ticks
Added server.fakelag
Added sever.fakeloss
Made lerping more sophisticated
Fixed RemoteLog serialization
Protocol++
Fixed ddraw.boxes all being white
Stairs block, both for foundation steps and slanted half block - Behold the stairy rooftops!!
Fixed missing damagetype on pickaxe + balance
Refactored terrain modifier system
Added terrain height modifier
added 1sr set of material examples to the shader test scene.
Ops, re-enabled AIHandler trottling.
Merged changes from main.
Quick and dirty scale tweaking on the lighthouse. Not final.
Bunch of clientside profiling
When loading a HeldEntity, reset the owner
Better behaviour for disabled entities
Animals now accelerate.
Fixed and balanced endurance hunting.
Reduced amount of predator animals spawned.
Animals now tend to flee further.
Animals will now think more frequently if they are moving quickly.
finished the view model anims for the 2handed spear.
sounds and prefabs commited as well
recoil basics (not working)
Fixed assertion weirdness on server startup
Fixed Lerp not lerping when far away
Attempt to fix "NetException: This message has already been sent!"
Made the work queue class generic
Fixed stability system huge freezes
Warn if loading an entity takes too long
Fixed bug in amplify motion not using native code; should be faster now
Fixed pvt parallax mapping; wasn't working before
Tweaked pvt init order to avoid undefined/black data when swapping from/to non-pvt
Changed way pvt blends into base pyramid; now a bit sharper at mid-distance
Increased pvt prepass resolution for sharper pages; doubled pvt cache size in fantastic and beautiful quality modes
Updated native libs with latest changes
Fixed some warnings in server path
Updated with native modules from build server
Animals now lose momentum while stationary.
Fix for incorrect terrain overlays affecting mostly the path splat
Moar parallax in pvt mode
3rd person animations for the 2handed spear hold.
Improved animal search pattern and made it reset a little more easily.
Added PathFinder namespace (contains standalone pathfinding classes)
Added TerrainPath terrain extension (handles terrain-only pathfinding, used for infrastructure)
Added TerrainPathConnect terrain modifier (connects object to infrastructure)
Animals now weave back and forth as they flee.
Fixed a problem where animals wouldn't regain galloping stamina until winded.
Animals now provide more meat of the (more) appropriate type.
Fixed minor bug in PathFinder
Animals now respond to attacks.
Fixed conditional compilation problem.
Animal gallop stamina is now measured in time rather than distance.
Merged hunting changes from animals branch.