110,877 Commits over 3,897 Days - 1.19cph!
Updated salvage axe attack2 hit anim
Removed short NPCAI time warnings.
Merged changes from main.
Added priority to decor scripts
Added cull grid instance (still unused)
Added field rocks to the arctic biome
Gave rocks placement priority over bushes and made them block bush placement
Tweaked rock terrain modifiers
Tweaked bush scales
Tweaked test cave
Protocol++ (network + save)
Merged NPC steering improvements.
Updated anim events for vm rock attacks
Initial version of the dynamic cull grid
Lowered default maxunack, multichannel snapshots
Added assignable icon for placeholder/unused splat slot
Fixing errors in TestLevel and likely others as well
Slightly increased animal attack range.
Generated a new terrain normal atlas; dirt height was bad
Fixed terrainLegacy shader base normal orientation to match detail normals; testLevel lighting now decent again
Restored petur's last parallax tweak in testLevel's terrain mat
NPCSteering now ignores obstacles that are part of the NPC's target.
Spawner code formatting/cleanup
Should fix item warnings on server load
NPCSteering interests < dangers < obstacles.
Use unacknowledged message count to work out if we're congested
Moved editor code to place where editor code should be; ma bad
Server timeout tweaks
Fixed compile error
Increased AIDanger intensity.
Added removemoderator
Added removeowner
AIDanger intensity can no longer be higher than AIObstacle intensity.
ban.banid commands now respond with confirmation + information if already banned
Added unbanid <steamid>
Tweaked network lerp
Fixed ForcePositionTo not having the intended effect
NPCSteering no longer ignores obstacles approached from above or below.
Added parallax to atlas terrain shader highest quality mode
Added "Apply" button to TerrainSplatMapInspector; will write currently assigned spat/control maps into terrain's alphamaps (meant for import & edit)
Got legacy terrain shader (8 splat), and procedural terrain shaders, ready for real-time editing avoiding addpass
Switched TestLevel to atlas-based legacy terrain shader (8 splat); added TerrainPaint scripts for real-time editing
Swizzled TestLevel splat/control maps to match procedural (aka standard) atlas ordering
Replaced the barely noticeable splats thumbs with icons to terrain edit inspector; for quicker splat identification and selection (may be customized by the artists)
Pushed my terrain code into andre's closet (just a couple files)
Updated Lidgren to latest
Tweaked variables
fixed bug with tap strafing causing massive amount of footsteps being spawned.
sadly reverted change to tool cupboards, they now block building again ( until we're ready for this change )
Waypoint.CreateRandom now tries to pick using TerrainFilter and falls back to an unfiltered point.
Fixed bug in OnEnteredVisibility
Missing files for new sound system?
test change with tool cupboards, they no longer block building ( but are required for demolish, rotate etc)
Stripping out coui
Added VariableRefrence
AISense debug gizmos now show overlapshere casts.
Prefixed native calls to prevent accidental usage in the future
adjusted drop rates of barrels/crates to be less generous
radtowns will no longer be chock full of stuff upon server load
Fixed me calling native simplex noise methods in the managed composite noise methods like an idiot
Made terrain map bakes store PNGs instead of Unity assets