115,513 Commits over 3,959 Days - 1.22cph!
Server performance tweaks
added pickaxe animations to the Player animation controller.
adjusted the wm_pickaxe model so it's properly aligned with the animations that are currently in place
updated the player animation controller to include rock animations ( idle / deploy / holster / attack )
Basic animal animation controller, speed variable
Fixed position being stomped when running Scene2Prefab
Fixed wolf monument missing wolf
added deploy/holser/reload functionality to the player animation scripts; enabled the overlay_ whenever a holdtype changes
tweaked teh fur shader so the rimlighting is not so harsh at night
Fixed addressing errors in pvt when pages were removed
adjusted position/rotation settings for boltrifle/bow prefab
Added rock deploy / holster holdtype anims
updated player torch meta file
Added Conditional -> HasItem
Added Action -> LockUnlock
Added order to context menus
Clicking outside of menu now closes it
Can now lock/unlock door when holding matching Key
Added Bill's door model
Fixed some warnings
Should be able to shoot through doors again
Added Conditional -> CanCraft
Added Conditional -> IsLocked
Added Action -> Craft
Conditionals, Test now get BasePlayer
Renamed Item.lockTime to busyTime to avoid confusions
Can craft key from door (key doesn't do anything yet)
Fixed errors when no spawn handler (dev maps)
Added Tools->Admin-> updates icons/items/phrases from admin site
Updated icons/items/phrases from admin site
Fixed switching clothes not working when loading from save (buildingtest map)
Increased protocol (itemids changed)
Added new spawnable script to animals
Increased animal density
Reworked the way the spawn handler keeps track of population count to support saving in the future
Building suggestion shader v2
Improved the lantern light effect.
Lantern animation files and some cleanup.
edited the animal prefabs so that they use the new FBX meshes that I made (that don't have the old shitty fake fur shit)
changed the bear/boar/wolf to use the new fur shader; removed unnecessary material files.
Lantern LOD, colmesh, sound.
Added a quick replacement for the door.
Cleaned up stag materials
Removed old LOD models
Re-linked animal avatars
Fur shader, updated stag material
added LODs to the animal entities; fixed the server side entities for the animals (they dont contain mesh now)
embedded the animal LODs into a single .fbx file
-added LOD groups to the animal entities.
fixed some errors with the bear's fur material; renamed the animals to LOD0
Reverted sun light (too much flickering)
crouchwalk/jog animations for player holding grenade
Added player pickaxe anims for deploy / holster
Hammer now swings properly
Building is no longer instant again
Building effects (placeholder)
Refactored TerrainMeta (so... many... changes...)
Sort item list by name in editor
Tweaked sun directional light bias (might lead to flickering again?)
Changed how construction socket strings get pooled
BuildingBlock now derived from WorldItem, can have item associated
Added door (testing, no locking yet)
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Added *.pdb.meta to ignore.conf
Replaced TransformEx.GetComponentsInChildrenEx with Transform.GetComponentsInChildren(includeInactive = true)
Fixed terrain anchor check extension method and added overload without explicit position and rotation
Sweeping terrain color changes to, among other things, get rid of the large dark brown spots. Made the grass behave better with color overlays. Toned down the AO a bit.