110,875 Commits over 3,897 Days - 1.19cph!
Restored animal properties from main.
Merged remote logging fixes.
Player metabolism is now logged after a 10% health change.
Added remote log to game setup.
Merged changes from main.
BuildingBlock derives from CombatEntity
FixedUpdateEvent has fixed tick time (listen server enhancement)
Added a bunch of profiling stuff
Split BaseCombatEntity into shared/server/client
Moved Healt()/MaxHealth() from BaseEntity
BaseResource uses BaseCombatEntity
Tweaked entity network update timings
BuildingBlock network updates when taking damage
BaseCorpse derives from BaseCombatEntity
Started reorganizing animal classes.
Checking in wood set pieces and updated prefabs
Merged changes from main.
Merged hunting wolves from animals branch.
Renamed some DamageTypes
Fixed animals not bleeding when shot/killed/hit
Gave rabbit a skinnedcollider
Replaced damageAmount
BaseCombatEntity should scale damage properly using its own baseProtection
Added Protection to building block grades
Disabled damage indicator (temporarily)
Fixed not being an admin in editor
AI: try not to target clientside entities in editor
Tagged skins
Fixed bear anim controller error
Added ArrayPropertyDrawer base (for properties inside arrays, lets you get array and index)
Added ArrayIndexIsEnum to show array index as a enum string instead of a number in inspector
Added ArrayIndexIsEnumRanged - as above with min/max
Added BoneInfoComponent (todo)
Cleaned up SkinnedMeshCollision attributes into GameManifest.MeshColliderInfo
Temporarily removed MeshColliderInfo per bone properties
MeshColliderInfo has encompassing DamageProtection
New spear sounds and rock sound tweaks
Fixed rocks, to be proper with the new standard shader. Water tweaks. Temp scene backup.
running attack animations for the chicken / rabbit / stag
Sky, lighting and water tweaks. PBR ground texture wip files.
Updated animal food caloric values from admin site.
Moved GiveItem out of BaseEntity.Flags into BaseEntity.
Deployables are now killed when their floor is destroyed
FixedUpdateEvent pushes realm properly
PrefabPreProcess keeps seperate lists of client/server prefabs
PrefabPreProcess creates an instance of prefabs before processing
Added RealmedRemove - A PrefabPreProcess that removes gameobjects/components from itself depending on realm
Fixed furnace and fire materials being too shiny
Fixed NRE in build privliedge
Switched noise generation backend to managed until native cross-platform issues are fixed (still running native in-editor for faster loading times)
Fixed doors not being demolished properly
Adding exterior and interior wall pieces. wip log set, also contains door/windows and frames pieces
Stability system is more stable
Removed unused / broken gizmos
Globally extraced min and max noise seed values to TerrainNoise
Weapons are framerate independant again
Log detailed terrain checksums after all generation is complete (debug)
Added checksum log on terrain generation (debug)
Fixed NRE when shooting terrain
Player "use" trace now uses GameTrace - (more accurate)
added a running attack for the boar
Animals now align themselves with the terrain.
Animals now only check for deep water and slopes every few ticks.
merge from weaponrefactor
Updated water to latest version
Enabled water reflections (toggle via F2 menu)