110,897 Commits over 3,897 Days - 1.19cph!
Fixed holdtype not being networked properly
Fixed stringpool error if string is null
Fixed attached effects position weirdness
Fixed networked effects normal being wrong
Removed debug: LOADED PLAYER STATE LOL
Fixed bolt rifle shoot smoke velcocity craziness
Fixed possible NRE in AI code
Added resource layer to collision_setup masks
Swap item positions by dropping on other items
Clear holdtype if sleeping
When sending effects attached to an entity, use the entity's network group
Tweaked bush spawns and billboard lighting
Extended TerrainMath by world space getters
Refactored TerrainMath and TerrainMeta
Optimized initial resource spawn performance
More randomization on impact effects. Larger impact plumes, for greater long distance visibility. Aurora shader changed; Now bi-colored, and slightly more dynamic. Minor TOD tweaks.
Added all layers to spawn handler placement check mask
Fixed GameManager ignoring adjusted per-prefab probabilities in some overloads
Made Andre all fuzzy and it took ages.
Fixed bug in DecorPatch that caused clusters to spawn outside the patch bounds
Made a few things to prefabs that were per-scene objects up until now
Tried more rock spawn experiments
Removed NetworkSleep from rock prefabs (they're not entities)
LODs for boar/wolf/stag; run animation for boar
Tweaked some highpass ground textures for stronger blacks.
Dialed back bush count a little (I think I went a little overboard there)
Made rocks spawn dynamically around player (reduced loading time and memory usage, triggers some PhysX refreshes though)
Added an insane amount of rocks
Added placement check layer mask to the resource spawner
Added resource layer, put all resources on that layer and added it to the wolf obstacle mask
Added TransformUtil overloads that take a LayerMask
Removed world layer from water reflection, it'll kill us with the new amount of rocks
Added input.sensitivity (mouse sensitivty)
Added input.flipy (flip y axis)
Fixed effects breaking if destroyed first entity spawned
Hit effects now use material type hit
Melee attacks use bullet impact effects (temporary)
Fixed effects sometimes being parented to something random
Pool all Physics material names on server startup
Reorganized some texture locations
Fixed impact FX orientation
Updated the menu scene a bit
Fixed Bill killing himself
Fixed NRE in UpdateNetworkGroup
Added SceneToPrefab system (see readme for details)
Moved all of the new world prefabs to the world layer
Added collider.GetMaterialAt( pos )
Stop the boar model importing its materials
Fixed particle effects possibly being recycled too soon
Update entity's network group immediately if parent changed
Player ragdolls are now made of flesh
Added ImpactParticles dev scene (for Petur)
Moved Petur's impact particles to Resources/Prefabs/fx/impacts/
Updated rock prefabs (still needs work)
Added min/max rotation and offset to decor spawn system
Added SeedRandom.Value (returns 0-1)
Moved test rock group to its own folder, it'll need more advanced handling
Getting the test branch up to date.
4x bullet impact effects on 3 material types. Previews added to TestLevel.
Forest ground texture no longer gives me eye cancer.
Boar animations ( eat grass / walking )
changed all of the bear animations to "Generic" instead of "Legacy", so the new bear entity will use mecanim state machine; Added LOD versions of bear
Added prefabs for all the forests
Added rock_group_01 prefab
Updated rock meshes with new pivots and fixed rotations out of max. Updated prefabs with zored transforms. Added rock_12 prefab
Fixed that poor tree having no textures
Improved billboard lighting