108,036 Commits over 3,867 Days - 1.16cph!
Made some more nature assets use the new standard shader
Deleted some old unused assets
Added collider property to TerrainMeta
Fixed TerrainCollisionTrigger gizmo
Added trigger to ignore terrain collision to TestLevel
Fixed dead players not leaving the server when disconnected
Fixed player still visible when ragdoll is created
Made animals forest-only again (let's balance forest sizes etc instead now that we're on Unity 5)
Adjusted animal sense parameters
Tweaked AI ticking (not horrible anymore, but not perfect either - performance testing)
Made behaviour tree actions no longer instant
Ignored behaviour tree frequency (load balancing now exclusively being done by AI handler)
Added more profiler samples to AI
Global message "ClientDisconnect" is send to everything when client is disconnecting from server
Fixed NRE in BaseCorpse.Save
Added BaseEntity.IsValid
Fixed NRE in Builder module
Ore resource nodes now all give varying levels of stone/metal/sulfur (instead of just one)
Fixed AI profiler samples not showing up in the profiler
Don't bob weapon when not on ground
Bolt rifle, Thompson, Shotgun, Eoka Pistol, Revolver craftable
Added gunpowder blueprint
Pistol, rifle and shotgun ammo craftable
Added pistol bullet projectile
Fixed arrow & rifle killing via "hunger"
weapon meta files from before my previous check in (which broke the view models)
Added opt suggested by andre; skipping camera pass on transparent shadowcaster.
metal files for the weapons changed when i opened them in unity 5.0 beta2
Working fix/hack for transparent shadowcaster shader on all platforms.
added #ifdef CLIENT to the viewmodelbob code.
added viewmodel bob script to some of the weapon prefabs.
code for view model bobbing.
Fixed F2 menu settings not being applied
Removed forest rocks until we can fix their shader
Fixed player floating up slopes
Time of Day update to 2.2.0 prerelease 3
Fixed client compile error
Made all AI code #if SERVER
Made sense calls part of the behaviour tree
Made AI swim instead of walking underwater
Made AI movement a lot more robust (almost independent of the tick rate now)
Refactored the steering system
Changed the way AI selects its targets
Fixed AI test scene
Fixed player not casting shadows
Catch SocketException , don't start server
Kick users sending invalid packets
added some weapon specific jump animations; made some tweaks to the jumping animations (they should look smoother now and blend better between the states); tweaked prone/crawl animations
changed LOD settings for head to match other parts of the body ( as it was dropping out so early you could see the body & no head)
exported tweak naked legs mesh
Fixed deployment guides not changing colour properly
skinned LOD2 naked torso mesh
Catch NetworkInformationException and open http://support.microsoft.com/kb/2588507
Furnace menu is now ordered
Crafting Low Grade Fuel will give you 10x
Sulfur Ore is now smeltable
Fixed smelted ore not stacking properly
Updated metal plate torso icon
Free + Instant crafting for admins/editors
Fixed "Unpooled Part Name" when attacking animal
Fixed UI lag caused by UpdateGlobals Invoke
Transform.FindChildRecursive is now case insensitive
Fixed wolf ragdoll not copying bones from parent
Fixed wolf ragdoll not copying blood effects from parent
Fixed wolf corpse being single hit harvest
Fixed wolf corpse not being made of Flesh
Added client.fov convar
Fixed floating above world for a frame when joining the game
Torch wall mount meta files, my bad!
Stop co-routines when entity is network-destroyed
Adding the torch wall mounts with LODs, also tweaked the torch spec maps.
adjusted the position/rotation of some of the wm_ prefabs so they align with the player animations better
Show which item it couldn't replace in Replace module
Reduced the amount of animals until we fix the perf
Added ai.tick
Added ai.move
More profilers