110,876 Commits over 3,897 Days - 1.19cph!
made some improvements to the 2handed spear attack
-changed the 3rd person animations for the spear so the 2-handed hold is the default.
-changed the wood/stone spear prefabs so they are attached to r_prop bone now.
-fixed the r_prop bones on all of the spear animations.
finished the 3rd person animations for the 2handed spear.
First pass bolt rifle sounds
Decider now contains AIChoices.
SenseBehaviour is now responsible for it's own interval.
added custom recoil profiles to some weapons
AIChoice objects are now used to compare options in AI decisions.
more 3rd person animations for the 2handed spear
Reorganized and cleaned up AnimalAction into AIAction.
Properly disabled TerrainModifier in TestLevel (temporary)
Post-refactor cleanup
Fixed terrain normal map being completely flat
Enhanced terrain modifier system (added soft fadeout distance)
Added separate terrain color modifier
Reverted to previous lidgren version
Fixed startup error in buildingtest
Fixed guns making now shoot effects
Fixed entity disable broken logic
Converted weapon worldmodels to the new ShadowOnly stuff
Limting error reporting to 5 per minute
Fixed NRE when getting pingTime
Fixed deploy guide NRE
Fixed "Ignore collision failed" warnings
Fixed NRE and warnings in new console system
Animal actions are once again broken down into a behavior tree.
The mother of all refactors
Fixed way pages in lowest pvt mips are deallocated; can now use full pvt range, for shaper far terrain, without blending into base sooner than necessary
3rd person run animations for the 2handed spear.
Renamed TerrainMeta folder to TerrainExtension
Made dynamic terrain adjustments get applied in a certain radius instead of a square area
Protocol++ (network + save)
Updated test scene ProfileProceduralMap
Added cutoff value to grass system
Added exclusion filter for objects using ShadowCastingMode.ShadowsOnly, in amplify motion blur
Reapplied per-pixel fog patch to water shader
Removed shadow-only material and shader
Added shadowOnly toggle to SkinnedMultiMesh
Updated scripts to use Renderer.shadowCastingMode instead of Renderer.castShadows
Removed Standard Assets/Particles
Fixed fog shader on windows
Tweaked entity network rates
Fixed logic error in DamageTypes
Removed Third Party/FogVolume
Fixed pvt loading wrong tiles at preload
Updated to latest RustNative
Updated to latest UnityVS
Set the ingame date and time to the real-life value on startup
Time of Day update to 2.3.4
Water update to latest version
Updated builder to use b18
Fixed error in TerrainPath
Added SpanningTree (calculates minimum spanning tree)
Made TerrainPath calculate and use the minimum spanning tree of the path network
Changed TerrainPath to run pathfinding in the apply step instead of the add step
Changed TerrainGenerator to place infrastructure after heightmap post processing
removed debug calls
removed thompson conefire
Small pvt cache tweak to avoid hogging all the vram on largest maps
Removed overriden bool conversion from TerrainMath.