121,786 Commits over 4,048 Days - 1.25cph!
merge into main - bear trap and assault rifle changes
Converting Realm.Server() to isServer where possible
updated manifest + phrases
added bear trap guide
NPC now forage while idling if they are only slightly hungry.
NPC deaths are now remotely logged.
NPC population and position is now remotely logged.
Switched to bicubic fetch on new legacy terrain shader; let's start with high quality
Added legacy terrain test code
Added first version of legacy terrain shader (8 splat; atlas based)
Renamed 4-splat legacy terrain shader used in testlevel
Updated the mid-level jacket so it doesn't have the player torso included. Also adjusted to work better with other separate pieces.
Added placeholders to flags starting from << 1 (fixes inspector)
Output chat to RCON properly again
Barrel loot
Fixed radiation fuckup
Fixed loot respawn times
Airdrop uses new loot system
Fixed airdrop always dropping into the middle of the map
Merged changes from main.
Added opacity parameter to all terrain modifiers
Implemented global pass in all terrain modifiers
Blindly fixed a NaN error in NPCLocomotion.Move.
Added checksum verification on connect
Fixed player motion colliding with triggers
Updated radtown_small
Bullets are slightly more visible
added assault rifle item
increased thompson recoil and lowered damage
Added "Blocked" terrain topology type
Added TerrainTopologySet terrain modifier
Added checksum to connection approval protobuf
Fixed "Prevent Build" layer doing nothing
Increased sun mesh brightness and decreased moon mesh brightness to work better with bloom / lens dirt
Enabled reflection probes on OS X / Linux if in-editor (no problems there)
Added per-instance seed offset to all decor spawners to increase cross-instance spread
Don't throw unpushed realm errors outside of the editor
Updated EAC (no more kicks due to steam timeouts)
protocol++
Added mid-level jacket models, mats, and prefabs.
Updated the basic shirt to use the metalness version of the standard shader. Also added a detail texture.
Disabled glossy env on terrain shaders; unity seems to fail binding the correct custom cube before rendering the terrain
Tweaked testlevel terrain specular params
First pass at bone knife sounds
Reapplied reflection probe disable patch for OS X / Linux
Time of Day update to 3.0.0 prerelease 3
Tweaked SH calculations to be more in line with default lighting
Set ambient color (used in bottom hemisphere) to the same as the one in default lighting
Temporarily reduced reflection cubemap intensity by 75%
Picking up an item from the ground shows pickup notice
Tweaked lerp rates
Tree entities + Building Blocks have lerp disabled
EntityFlag_Toggle component uses UnityEvent
Properly mark generated LootSpawn properties as dirty when generating so they save
DropUtil adds some angular velocity too
Add bone fragments to default inventory in unity editor