110,877 Commits over 3,897 Days - 1.19cph!
Fixed GetTriangleTransform NRE
Fixed error reporting not always reporting
Progress on stone set, wall, doorway, window and third pieces with prefabs done
First pass at revolver sounds
turned off the base 'Overlay' layer when a player equips a weapon cuz it was redundant and it causing some glithces in blending.
fixed spear poking animation so it doesnt look ridiculous when stabbing a rock and having the spear pull out.
LootSpawn generation from existing items
Blueprint icon hack
Blueprint learning
Stopped time resetting to current server time
Animals now all drop wolf meat.
Reduced animal acceleration.
Hard code decider intensities. Reduced calories burned each day by herbivores.
Fixed NPC diet initialization.
Animals can now forage for food.
Fixed not being able to pick up dropped items
3rd person fist fighting animations done.
fixed melee regression (much easier to hit things again now)
Added player persistant data
Blueprints restricted to player's unlock list
Added minor sway when in ADS
Network channels
Congestion handler
fix for occupied boxes on server crash
Ran scenes 2 prefab to fix broken prefabs
Fixed prefabs with missing components
Fixed infinite loop in Tools/Find/Prefab Errors
First pass at eoka pistol sounds. Fix eoka pistol firing twice at once
Merged endurance hunting and animal ranking from animal branch.
Merged changes from main. (and updated manifest)
Fixed campfires starting on after save/load
Fixed dropped items sometimes not being removed
Fixed a CC problem with AIGroup.
Reformatted AI and NPC code.
NPC animation state now set using PostNetworkUpdate.
Fixed entity protobuf property order.
Fixed building block darken health effect
Stability perf tweaks
Animal species population now managed using prefab count parameter.
Stability support eventually fail gracefully if no ground route found
Extra dedicated server stats
Can place supports/pillars on foundation/floor triangle
Can attach floor triangles to each other (like normal floors)
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