108,295 Commits over 3,867 Days - 1.17cph!
Ran scenes 2 prefab to fix broken prefabs
Fixed prefabs with missing components
Fixed infinite loop in Tools/Find/Prefab Errors
First pass at eoka pistol sounds. Fix eoka pistol firing twice at once
Merged endurance hunting and animal ranking from animal branch.
Merged changes from main. (and updated manifest)
Fixed campfires starting on after save/load
Fixed dropped items sometimes not being removed
Fixed a CC problem with AIGroup.
Reformatted AI and NPC code.
NPC animation state now set using PostNetworkUpdate.
Fixed entity protobuf property order.
Fixed building block darken health effect
Stability perf tweaks
Animal species population now managed using prefab count parameter.
Stability support eventually fail gracefully if no ground route found
Extra dedicated server stats
Can place supports/pillars on foundation/floor triangle
Can attach floor triangles to each other (like normal floors)
Cleaning up and optimizing stability system
Loading a save pre-warms the stability system
Added DebugServer/DebugClient callbacks if entity is in debug mode
OnFlagsChanged gets called when entity flags change
checking in some 3rd person animations for the hand2hand punches.
Removed a stray debug log.
Animals now have a weighted spawn chance.
Removed AmplifyMotion native-to-managed fallback warming
Added exception guards to pvt table add and remove to avoid crash and display more info via warning
Adding today's progress (stonewall_a)
Commented basic NPC and AI classes.
Merged changes from main.
Refactored MinHeap in PathFinder and SpanningTree to generic IntrusiveMinHeap
Added IntrusiveLinkedList, implemented by PathFinder.Node
Made terrain config get stored in an asset to be reused in all scenes
Fixed torch flicking on for a second when swapped to
Fixed player belt inventory not really sending in snapshots
Updated water to latest version
Added separate pass for beneath the water surface
Include build time in error reports
Fixed active weapon not always updating properly
First pass at waterpipe shotgun sounds
adjusted the pipe shotgun deploy so it's as quick as the other firearms.
NPC attacks now align to target more quickly.
made the ak47 prefab use the "smg" 3rd person player animations.
made improvements to the third person rifle animations.
Fixed contest advance and retreat ranges.
Cleaned up how NPC join and leave groups.
Send player's belt inventory correctly
No active weapon when sleeping
Fixed clothes not animating in PlayerModel.unity
NPC can now form groups.
Contests are now a group mechanic.
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Disabled reflection probes on OS X and Linux to keep objects from being solid black (known issue: water is now white)
Updated water to latest version
NPC now update on the network correctly.
Time of Day update to 2.3.5 prerelease 3
Added alternative higher-quality scattering model (still unused for now)
More work queue optimizations