reporust_rebootcancel

130,567 Commits over 4,140 Days - 1.31cph!

11 Years Ago
protocol++ (sorry guys)
11 Years Ago
Disabled world checksum kick, logging instead
11 Years Ago
fixed player not moving his feet when taking really quick short steps.
11 Years Ago
First pass at ak74u sounds
11 Years Ago
Fixed errors in PlayerModel scene
11 Years Ago
Modified melee ranges to be shorter (and spear to be slightly longer) Increased melee cone for spears again, decreased melee cone for rocks fixed key lock status not showing key lock is default blueprint
11 Years Ago
Adjust waterpipe shotgun attack volume
11 Years Ago
Missing changes from ak74u first pass
11 Years Ago
Switched noise generation to managed backend (debugging)
11 Years Ago
Change torch attack sound when lit
11 Years Ago
Updated to Unity5b20
11 Years Ago
Menu UI wip
11 Years Ago
tired / angry state animations for the wolf idle/walk/run added flinch animations for the wolf.
zon
11 Years Ago
Started refactoring AI decisions.
zon
11 Years Ago
Fixed how AI decisions calculate target intensity.
11 Years Ago
New island map stuff.
11 Years Ago
Applied adjustments to the spawn handler object in the procedural map scene to the spawn handler prefab
11 Years Ago
Converted TerrainTreeBatch to the new fast getter and setter in b20 Made clientside tree placeholders move when their owner entity is moved (fixes trees at origin, invisible trees)
11 Years Ago
Forced alphabetical order when spawning decor types Protocol++ (network + save)
11 Years Ago
Updated ProjectVersion
11 Years Ago
Fixed terrain atlas set not saving slots Fixed terrain atlas generator not forcing read/write texture import settings Updated ProfileProceduralMap
11 Years Ago
+ProfileProceduralMap
11 Years Ago
Made noise library use native implementation if possible, otherwise use managed fallback
11 Years Ago
More detailed checksum mismatch logging
11 Years Ago
lootspawn changes
11 Years Ago
Re-enabled threading in-editor
11 Years Ago
Fixed new issue of not being able to hit objects with torch when lit
11 Years Ago
Mixing terrain splat normals with base terrain normals for more pronounced and detailed hill lighting
11 Years Ago
Simplified Scene2Prefab to reference GameObjects instead of pathnames Can have multiple Scene2Prefab's per scene Scene2Prefab's don't have to be root objects Translate initializes automatically on first use Added Transform.GetSiblings<T>() Server browser WIP Added LocalizeText component (for localizing a UI.Text)
11 Years Ago
Merged changes from main
11 Years Ago
Changed torch animator so both lit & unlit states work on one layer
11 Years Ago
Updated torch vm anims, changes to anim controller
11 Years Ago
Fix lit torch attack not playing strike effect
11 Years Ago
Refactored how GameManager works (to remove Realm usage)
11 Years Ago
First version of custom environment Standard shader with CryEngine-style "Blend Layer" support
11 Years Ago
redid all of the animals' mecanim state machine. They transition to/from each state much smoother now (no more snapping from sleep --> awake)
11 Years Ago
Fixed the riduclous amounts of shininess on the chickens. They no longer look like they came out of a Lady Gaga video.
11 Years Ago
Increased terrain resolution (4x) Added proper segmentation to heightmap generation Added dunes to heightmap generation Increased forest density, frequency and size Increased valid noise seeding range Optimized checksum generation
zon
11 Years Ago
Fixed a bug where new animals would immediately starve to death.
11 Years Ago
adjusted some preventBuilding radiuses updated sleepingbag model
zon
11 Years Ago
Added decision states to AI prefab.
zon
11 Years Ago
Merged changes from main.
zon
11 Years Ago
Set up AI decision curves.
11 Years Ago
PrefabPreProcess only process prefabs (in editor) More UI progress
zon
11 Years Ago
NPCAI now uses Decision.State.
11 Years Ago
Loading screen redux Don't spam commands into the console when loading config file
11 Years Ago
Merged changes from main
zon
11 Years Ago
AISense once again uses structs.
11 Years Ago
Updated mid-level jacket to work better with underlying layers