33,299 Commits over 4,109 Days - 0.34cph!
First pass at thompson sounds
some animations for the ak47 view model;
fixed a bug w/ rifle shell casing model.
changed the animals to use 1 state variable, instead of separate variables for sleeping / eating / tired / etc..
Another IsNaNOrInfinity check in AILocomotion
Setting up console window to host other developer tools
Time of Day update to 2.3.5 prerelease 1
Fixed nighttime progressing incredibly slowly
Tweaked day / night cycle to keep some of the aspects the recent bug caused, just in a non-buggy way
Temporarily preventing sending network update on stability var change
finished ak47 view model animations
sound fx / particle effects and prefabs for the ak47.
Player prefab performance test
viewmodel / worldmodel prefabs for the ak47
Stability performance vars
Workqueue insight
Time of Day update to 2.3.5 prerelease 2
Updated sky prefab
Updated AtmosphericBlend
time and physics convars for server owners
Physics performance tweaks
Fixed campfires not dealing damage properly
The lighthouse is now properly bigger, with remade LODs and fixed collision.
More work queue optimizations
Time of Day update to 2.3.5 prerelease 3
Added alternative higher-quality scattering model (still unused for now)
Updated water to latest version
Disabled reflection probes on OS X and Linux to keep objects from being solid black (known issue: water is now white)
▅▆▉▆▍▌▊▄ ▍▊▇ ▆▉▅▉▋▆ ▊▉▅▊▇▉ ▆▄▊▄ █▌▌▆▊▄█'▇ ▋▇▅▅ ▍▄▅▊ ▅▌▄▋ ▆▊ ▍▆▄ ▌▌█▋ ▊▇▅▇▌▅
Fixed clothes not animating in PlayerModel.unity
Send player's belt inventory correctly
No active weapon when sleeping
made improvements to the third person rifle animations.
made the ak47 prefab use the "smg" 3rd person player animations.
adjusted the pipe shotgun deploy so it's as quick as the other firearms.
First pass at waterpipe shotgun sounds
Include build time in error reports
Fixed active weapon not always updating properly
Updated water to latest version
Added separate pass for beneath the water surface
Fixed player belt inventory not really sending in snapshots
Fixed torch flicking on for a second when swapped to
Made terrain config get stored in an asset to be reused in all scenes
Refactored MinHeap in PathFinder and SpanningTree to generic IntrusiveMinHeap
Added IntrusiveLinkedList, implemented by PathFinder.Node
Adding today's progress (stonewall_a)
Removed AmplifyMotion native-to-managed fallback warming
Added exception guards to pvt table add and remove to avoid crash and display more info via warning
checking in some 3rd person animations for the hand2hand punches.
Cleaning up and optimizing stability system
Loading a save pre-warms the stability system
Added DebugServer/DebugClient callbacks if entity is in debug mode
OnFlagsChanged gets called when entity flags change
Can place supports/pillars on foundation/floor triangle
Can attach floor triangles to each other (like normal floors)
Extra dedicated server stats
Stability support eventually fail gracefully if no ground route found
Fixed building block darken health effect
Stability perf tweaks
Fixed campfires starting on after save/load
Fixed dropped items sometimes not being removed