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      Жалобы на плохой пинг

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Aleks911

Rust Experimental Update {eng}

Рекомендованные сообщения

  • 22-01-2015
    • More network tweaks
    • Added assignable icon for placeholder/unused splat slot
    • Fixing errors in TestLevel and likely others as well
    • Slightly increased animal attack range.
    • Generated a new terrain normal atlas; dirt height was bad
    • Restored petur's last parallax tweak in testLevel's terrain mat
    • Fixed terrainLegacy shader base normal orientation to match detail normals; testLevel lighting now decent again
    • NPCSteering now ignores obstacles that are part of the NPC's target.
    • Should fix item warnings on server load
    • NPCSteering interests - dangers - obstacles.
    • Use unacknowledged message count to work out if we're congested
    • Moved editor code to place where editor code should be; ma bad
    • Fixed compile error
    • Server timeout tweaks
    • Increased AIDanger intensity.
    • Added removeowner
    • Added removemoderator
    • AIDanger intensity can no longer be higher than AIObstacle intensity.
    • Fixed ForcePositionTo not having the intended effect
    • Tweaked network lerp
    • Added unbanid -steamid
    • ban.banid commands now respond with confirmation + information if already banned
    • NPCSteering no longer ignores obstacles approached from above or below.
    • Pushed my terrain code into andre's closet (just a couple files)
    • Swizzled TestLevel splat/control maps to match procedural (aka standard) atlas ordering
    • Switched TestLevel to atlas-based legacy terrain shader (8 splat); added TerrainPaint scripts for real-time editing
    • Got legacy terrain shader (8 splat), and procedural terrain shaders, ready for real-time editing avoiding addpass
    • Added parallax to atlas terrain shader highest quality mode
    • Missing deletes
    • Tweaked variables
    • Updated Lidgren to latest
    • fixed bug with tap strafing causing massive amount of footsteps being spawned.
    • sadly reverted change to tool cupboards, they now block building again ( until we're ready for this change )
    • Waypoint.CreateRandom now tries to pick using TerrainFilter and falls back to an unfiltered point.
    • Fixed bug in OnEnteredVisibility
    • Missing files for new sound system?
    • test change with tool cupboards, they no longer block building ( but are required for demolish, rotate etc)
    • HTML removal fixes
    • Added VariableRefrence
    • Stripping out coui
    • AISense debug gizmos now show overlapshere casts.
    • Prefixed native calls to prevent accidental usage in the future
    • Bush performance tweaks
    • radtowns will no longer be chock full of stuff upon server load
    • adjusted drop rates of barrels/crates to be less generous
    • Fixed me calling native simplex noise methods in the managed composite noise methods like an idiot
    • Made terrain map bakes store PNGs instead of Unity assets
    • Network CreateEntity bug
    • OnEnteredVisibility bug (bill)
    • Tweaked summit altitude
    • Protocol++ (network + save)
    • Merge from bushes-everywhere
    • Increased the random scale range on all bushes
    • Fixed random scale not being applied to tree meshes that spawn via network
    • Merge from main
    • Fixed cave exploit that would allow to get inside a mountain
    • Merge fixes
    • Merged changes from main
    • Various files + backup.
    • Improved tundra normal and heightmap.
    • Quickfixed forest normal and heightmap.
    • test
    • Much better normal and heightmap for terrain_dirt. Aka stones.
    • protocol++
    • Merge into Main! Completely new lootspawn system that spawns barrels and stuff and rebalanced lootspawn entirely
    • merge from main
    • adjusted spawn rates
    • Backup
    • hazmat suit now makes you take more damage from attacks
    • Rebalanced drop tables
    • Cherry picked commit #5023 to main
  • 21-01-2015
    • Log noise fallback message if in safe mode as well
    • Initial version
    • Testlevel.
    • Fixed server compilation (EffectRecycle)
    • Missing files.
    • Finalized 3 new ground textures.
    • Added more native noise backend logging
    • bugfix for disabling save on genericspawned items
    • New normal map for the new terrain dirt.
    • Sleeping bag timer
    • Sleeping bag rename dialog/menu/rpcs
    • merge from main
    • updated radtowns to use new loot system
    • Fixed AI danger steering.
    • Move rock sounds to new system
    • First pass at a more centralized sound system
    • ContextMap no longer produces NaN when given a vertical Vector.
    • fixed bug with the footsteps not playing when moving diagonally.
    • Spawn bright clutter rocks around bright decor rocks
    • genericspawn save/load
    • Decision.State now works with AITarget.
    • Merged changes from main.
    • Removed unsafe keyword from noise fallback
    • Added more details to the managed noise fallback exception
    • Added safemode argument (boolean)
    • Improved native noise failure detection
    • Giant satellite LODs
    • added an animations for the player bandaging his arm (1st and 3rd person)
    • Refactored code for radial spawners
    • Added LootContainer
    • Fixed bug with DropToGroundLookAt
    • Life stories boilerplate
    • Sleeping bag names
    • Sleeping bag timers
    • Multiple sleeping bag spawn buttons
    • Death screen
    • Fixed CC failure.
    • Reduced AIHandler time out.
    • Ops, increased AISense distance interval a bit.
    • Merged AI GC clean up.
    • Corrected NPCSteering profiler label.
    • checking in shotgun with material and textures
    • Fixed AI targeting.
    • merge from main
    • NPCLocomotion now rejects invalid movement goals.
    • GenericSpawn system for radtowns
    • Reduced GC allocations by NPCSteering.
    • Connection status screen, disconnect, retry
    • Applied new dirt coloring to cave prefab
    • Updated dirt coloring under decor rocks
    • Protocol++ (network + save)
    • Merge from procgen4
    • Merge from radtown-prefabs
    • Updated radtown prefabs
    • Updated radtown scenes
    • Fixed terrain modifier generator ignoring splat edge fade
    • Fixed TextureToColor yielding incorrect results
    • Added terrain anchor generator
    • Allowed forests to spawn in lower altitude areas
    • Added dedicated lake noise
    • Merge from main
    • Updated terrain modifier generator for more control
    • Added terrain to all rad town prefab scenes
    • serverlist favouriting
    • Merged changes from main
  • 20-01-2015
    • NPCSteering.Goal is now a struct.
    • Merged changes from main.
    • Server browser sorting, history, joining
    • Protocol++ (network + save)
    • Fixed Windows build being completely fucked
    • AITarget once again uses a constructor.
    • Converted Option to a struct.
    • Tried to make AISense more shallow.
    • improved the 3rd person running w/ rifle animations. They look much more natural now.
    • AIDanger are now cleared every update.
    • Giant satellite generic door texture
    • Backup
    • Updated phrases
    • Localize component now adds to phrases
    • Serverlist progress
    • Added tool to embed asset inside other asset
    • Giant satellite polish - near final visuals
    • Temporarily disabled distance from center and elevation data in NPCSurvey.
    • RemoteLog.IsReady not longer crashes without a RemoteLog singleton.
    • Fiddled in the new sand texture because the old one is killing me
    • Added verification (+ fallback) of the set terrain resolution to the terrain generator
    • Furnace more expensive, torch default item, removed leftover common blueprints from loot tables
    • Protocol++ (network + save)
    • Merge from procgen4
    • Merge from main
    • Tweaked heightmap parameters
    • Tweaked checksum calculation
    • Tweaks menu wip
    • Slightly reduced size of the arid biome
    • Tweaked forest frequency and size in the arctic and arid biomes
    • Tweaked hill frequency and amplitude
    • Tweaked dune noise
    • StandardBlendMaskShader: added separate UV transform for blend-mask/height map
    • Sleeper screen
    • Made a better generic rust texture for blend layers
    • Grooming in-game screens
    • various source files I forgot to check in.
    • Fixed animal sense properties.
    • Added long-sleeved t shirt model, textures, and prefabs
    • Updated mid-level jacket to work better with underlying layers
    • AISense once again uses structs.
  • 19-01-2015
    • Merged changes from main
    • Don't spam commands into the console when loading config file
    • Loading screen redux
    • NPCAI now uses Decision.State.
    • More UI progress
    • PrefabPreProcess only process prefabs (in editor)
    • Set up AI decision curves.
    • Merged changes from main.
    • Added decision states to AI prefab.
    • updated sleepingbag model
    • adjusted some preventBuilding radiuses
    • Fixed a bug where new animals would immediately starve to death.
    • Optimized checksum generation
    • Increased valid noise seeding range
    • Increased forest density, frequency and size
    • Added dunes to heightmap generation
    • Added proper segmentation to heightmap generation
    • Increased terrain resolution (4x)
    • Fixed the riduclous amounts of shininess on the chickens. They no longer look like they came out of a Lady Gaga video.
    • First version of custom environment Standard shader with CryEngine-style Blend Layer support
    • Refactored how GameManager works (to remove Realm usage)
    • Fix lit torch attack not playing strike effect
    • Updated torch vm anims, changes to anim controller
    • Changed torch animator so both lit + unlit states work on one layer
    • Merged changes from main
    • Added LocalizeText component (for localizing a UI.Text)
    • Server browser WIP
    • Added Transform.GetSiblings-T-()
    • Translate initializes automatically on first use
    • Scene2Prefab's don't have to be root objects
    • Can have multiple Scene2Prefab's per scene
    • Simplified Scene2Prefab to reference GameObjects instead of pathnames
    • Mixing terrain splat normals with base terrain normals for more pronounced and detailed hill lighting
    • Fixed new issue of not being able to hit objects with torch when lit
    • Re-enabled threading in-editor
    • Terrain backup.
    • lootspawn changes
    • More detailed checksum mismatch logging
    • Made noise library use native implementation if possible, otherwise use managed fallback
  • 18-01-2015
    • +ProfileProceduralMap
    • Updated ProfileProceduralMap
    • Fixed terrain atlas generator not forcing read/write texture import settings
    • Fixed terrain atlas set not saving slots
    • Updated ProjectVersion
    • Protocol++ (network + save)
    • Forced alphabetical order when spawning decor types
    • Made clientside tree placeholders move when their owner entity is moved (fixes trees at origin, invisible trees)
    • Converted TerrainTreeBatch to the new fast getter and setter in b20
    • Applied adjustments to the spawn handler object in the procedural map scene to the spawn handler prefab
    • New island map stuff.
  • 17-01-2015
    • Fixed how AI decisions calculate target intensity.
    • Started refactoring AI decisions.
    • added flinch animations for the wolf.
    • tired / angry state animations for the wolf idle/walk/run
    • Menu UI wip
    • Updated to Unity5b20
    • Backup
  • 16-01-2015
    • Change torch attack sound when lit
    • Switched noise generation to managed backend (debugging)
    • Missing changes from ak74u first pass
    • Adjust waterpipe shotgun attack volume
    • key lock is default blueprint
    • fixed key lock status not showing
    • Increased melee cone for spears again, decreased melee cone for rocks
    • Modified melee ranges to be shorter (and spear to be slightly longer)
    • Fixed errors in PlayerModel scene
    • First pass at ak74u sounds
    • fixed player not moving his feet when taking really quick short steps.
    • Disabled world checksum kick, logging instead
    • protocol++ (sorry guys)
    • RustBuilder - log exitcode with log file extract
    • Always log checksum if in-editor
    • Forced GameManager prefab lists to be sorted by name for cross-compile consistency
    • Made procedural generation modular so that each part can be used standalone
    • Fixed some blueprint weirdness
    • Imported DecisionFlex.
    • Fixed cargo plane not networking its position
    • Merged changes from main.
    • rock has wider attack cone
    • halved radiation damage
    • Fixed building block placement being akward, broken
    • Building block guide now uses the right skin
    • bandage and low grade fuel are default again
    • wooden spear no longer takes cloth to craft
    • Fixed splats not updating in legacy terrain
    • Protocol++ (network + save)
    • Switched TerrainNoise to double precision (using native backend by default again)
    • Updated prefab scenes
    • Updated RustNative
    • Unity5 b20
    • Client - also output warning on map checksum join error
    • Merged from main
    • Fixed it so you can stay ducked when a menu is opened
    • Fixed input weirdness when opening a menu (using an entity twice etc)
    • Disable EAC when running server in the editor
    • Only use native noise backend if editor, client and server
    • Fixed error console spam in main menu
    • Backup
    • Terrain debug files
    • Doing legacy terrain texture binds on every update
  • 15-01-2015
    • Making sure prev added flip normal affects only the terrain material
    • Added toggle to legacy terrain in order to flip base normal, vertically
    • Codemaid-ed and unix-ed atlas code
    • fixed barrels being too large
    • Added missing collision to some prefabs in radtown
    • Cherry picked animation changes from animal branch.
    • added flinching for the stag and bear.
    • added tired/angry states to the stag.
    • fixed bug with the stag running like it's on crack cocaine.
    • you now start with recipies for boneknife, spear, and stone hatchet + balance changes
    • Added TimeWarnings to NPCAI and RemoteLog.
    • fixed bug where lootables could become permenantly occupied
    • Cleaned up RemoteLog fail safes.
    • Fixed IsDestroyed warnings in dedicated server console
    • Reverted EAC native binary to the old .bundle format
    • Fixed animal stamina.
    • Animals now only have to travel 20m between foraging.
    • slightly increased bear trap size
    • increased volume of trap sound
    • Game setup shouldn't have a RemoteLog component.
    • Merged animation changes from animal branch.
    • Subtracted animation changes.
    • Merged missing animation changes from animal.
    • Added legacymap atlas set with placeholder settings
    • Fixed hardcoded path in atlas gen
    • Restored splat names to layers in legacy terrain shader
    • Locked splat names and ordering in atlas generator
    • Fixed a CC failure with DepletingMetabolism.
    • Merged NPC logging. (again)
    • Merged foraging and sleeping animals. (again)
    • Fixed legacy terrain not updating world position const; was causing texture sliding
    • Fixed some problems with the merge.
    • Merged changes from animal.
    • Subtracted subtraction.
    • Merged from main.
    • Subtracted animal changes.
    • Fixed default map size.
    • Fixed lootablecorpse NRE
    • Merged NPC logging.
    • Merged foraging and sleeping animals.
    • Fixed torch effects not disabling/enabling
    • Animals now accelerate 30% slower.
    • Fixed torch animation lit layers
    • Native dll updates
    • Updated terrain map extension editor baking to store per-terrain instead of per-scene
    • Fixed BuildingTest scene
    • Fixed being able to fly by opening the console
    • Paper always craftable
    • reduced thompson aimcone
    • Fixed animal trap interest.
    • Fixed anchors for conditional meshes
    • crouching now provides recoil reduction
    • ADS provides less recoil reduction
    • Updated recipies
    • Merged changes from main.
    • Reverted testlevel to non broke version
    • Updated Torch vm anims
    • Fixed lootable corpse not dropping some of it's contents on death
    • Players now call TransformChanged() manually
    • NPCs now call TransformChanged() manually
    • Added EntityTransformNetworking component
    • Retired TransformChangeMonitor
    • Added editor baking support to all terrain map extensions (WIP)
    • merge into main
    • updated cupboard icon
    • can no longer craft vagabondjacket + assaultrifle by default
    • bear trap is now snap trap
    • small storage is now default blueprint
    • fixed codelock not showing status in green/red
    • Made all food edible
    • Barrels die properly when killed
    • Fixed barrels respawning until they took over the whole world
    • made torch light less pink
    • Building stone skins meshes/textures/materials/prefabs
    • Tweaked some normal map settings
    • Fixed base normal not active on legacy terrain shader
    • made corpses invulnerable to bullet damage
    • Updated radtown_small3 scene (not the prefab yet)
    • Added splat modifier placement and anchor placement to TerrainModifierGenerator
    • Backup
    • Devlist and legacy terrain debug files.
    • fixed some issues with the bear anim controller.
    • added boar and wolf flinching (stationary / moving)
    • added boar idle/walk/run animations for various states ( tired / angry )
  • 14-01-2015
    • Stag now flee half as far.
    • Foraging now has a separate duration property.
    • Animals now slow down while turning.
    • Reduced animal attack range.
    • Protocol++
    • Log errors if the heightmap or splatmap contain NaN values when calculating the world checksums
    • Fixed splat terrain modifier introducing some NaN values to the splatmap in certain cases
    • tweaked AR recoil
    • corpses of objects killed by beartrap will hang around a looong time
    • fixed bug where corpses would disappear regardless if it took damage/was being looted
    • fixed out of order usage of RaycastAll in DropToGround
    • fixed the ak47 prefab. (it no longer reloads after every shot :)
    • Reapplied NPC age and murder weapon logging.
    • Subtracted last commit because it had scene changes.
    • NPC death logs now include the creature's age and what weapon killed it.
    • Reapplied boar and stag stamina changes.
    • merge into main - AI should be attracted to traps now
    • merge fup
    • merge into main - AI should be attracted to traps now
    • Halved boar and stag gallop stamina.
    • merge from main
    • NPC survey now includes total count.
    • NPC survey is now profiled.
    • NPC survey now includes topology and biome.
    • proper LOD's for bear trap
    • AR has a bit more recoil
    • vagabond jacket is better
    • Compile error
    • Merged changes from main again.
    • Fixed local player model sometimes dying, causing invisible players
    • Added inventory.givebp -itemid
    • Added inventory.giveid -itemid- -amount
    • Item list in the dev console
    • Added direct getters to TerrainTopologyMap and TerrainBiomeMap
    • Merged changes from main.
    • Added fadeout distance and placement distance parameters to terrain modifier generator
    • Made heightmap postprocessing run before placing monuments to keep it from offsetting adjusted terrain
    • Updated bear trap anims source file
    • Added + skinned lods for bear trap world model
    • Adding myself to DeveloperList.cs
    • Bear trap LODs,max file and a needed spec map.
    • Compile fix
    • Updates scenes2prefab
    • Fixed spanish translation in english phrases
    • Protocol++
    • Store the world checksum in the save too
    • Merged radtown branch to main
    • Reverted procedural map
    • Made terrain tree meshes spawn in OnEnable and despawn in OnDisable (instead of Awake and OnDestroy)
    • Added server.radiation (servers can turn off radiation, debugging)
    • Fixed radtown radiation sphere not being a trigger
    • Fixed building snapping not working
    • Another radtown
    • Added resolution setup to terrain meta inspector
    • Added fast single-pixel fallback if radius is zero to all terrain modifiers
    • Added TerrainModifierGenerator editor script
    • Weapon collections loot spawns
    • Air drop package contains rare items
    • Merge fixes
    • Main merge
    • Shielded exception in PlayerPrefs.SetString
    • Chat quote bug
    • Backup2
    • Backup
    • seperated the torch lit/unlit attacks so they have their own distinc sound.
    • speed up the eoka pistol deploy animation.
    • Tweak salvaged axe sounds
    • Adjust torch strike sound
    • Increase volume of bolt rifle deploy slightly
    • The AI and Trigger layers can not interact.
    • Tweak bolt rifle deploy sound
    • Added vagabond jacket
    • Tweak rock sounds
    • added sound fx for the various bear states.
    • added some more animations for the bear angry state
    • NPC are now attracted to traps.
  • 13-01-2015
    • Some placeholder prop material and prefab fixes
    • Added radtown_small2 scene + prefab
    • Bear trap deals multiple damage types
    • compile error fix for client
    • protocol++
    • less recoil when aiming down the sight
    • fixed the ak47 deploy animation
    • Removed Armed flag
    • merge into main - bear trap and assault rifle changes
    • fixed small invoke bug
    • Converting Realm.Server() to isServer where possible
    • added bear trap guide
    • updated manifest + phrases
    • NPC now forage while idling if they are only slightly hungry.
    • merge from main
    • added bear trap
    • Bullshit
    • 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
    • Renamed 4-splat legacy terrain shader used in testlevel
    • Added first version of legacy terrain shader (8 splat; atlas based)
    • Added legacy terrain test code
    • Added placeholders to flags starting from -- 1 (fixes inspector)
    • Output chat to RCON properly again
    • Fixed loot respawn times
    • Fixed radiation fuckup
    • Barrel loot
    • Fixed airdrop always dropping into the middle of the map
    • Airdrop uses new loot system
    • Merged changes from main.
    • Implemented global pass in all terrain modifiers
    • Added opacity parameter to all terrain modifiers
    • Blindly fixed a NaN error in NPCLocomotion.Move.
    • Added checksum verification on connect
    • updated phrases
    • Lootspawn definitions
    • Updated radtown_small
    • Fixed player motion colliding with triggers
    • missing icon
    • increased thompson recoil and lowered damage
    • added assault rifle item
    • Bullets are slightly more visible
    • Added TerrainTopologySet terrain modifier
    • Added Blocked terrain topology type
    • generate.bat
    • Added checksum to connection approval protobuf
    • messing about
    • Main merge
    • Fixed Prevent Build layer doing nothing
    • merge from main again
    • Increased sun mesh brightness and decreased moon mesh brightness to work better with bloom / lens dirt
    • merge from main
    • 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
    • protocol++
    • Updated EAC (no more kicks due to steam timeouts)
    • 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.
    • Tweaked testlevel terrain specular params
    • Disabled glossy env on terrain shaders; unity seems to fail binding the correct custom cube before rendering the terrain
    • First pass at bone knife sounds
    • Reapplied reflection probe disable patch for OS X / Linux
    • Temporarily reduced reflection cubemap intensity by 75%
    • Set ambient color (used in bottom hemisphere) to the same as the one in default lighting
    • Tweaked SH calculations to be more in line with default lighting
    • Time of Day update to 3.0.0 prerelease 3
    • Backup
  • 12-01-2015
    • Trunk merge
    • Crate prefab
    • DropUtil adds some angular velocity too
    • Properly mark generated LootSpawn properties as dirty when generating so they save
    • EntityFlag_Toggle component uses UnityEvent
    • Tree entities + Building Blocks have lerp disabled
    • Tweaked lerp rates
    • Picking up an item from the ground shows pickup notice
    • Add bone fragments to default inventory in unity editor
    • Tuned down terrain grass specularity; was more obvious at night with env refl
    • Spawn Handler realming
    • Update/merge
    • Backup.
    • tweaked the bear's angry / tired animations.
    • added boar animations for angry / tired state.
    • Fixed shadow mismatches in transitions from floors/terrains to walls/rocks, caused by ambient lighting SH (again)
    • Fixed NRE in NPCAI
    • Made SpanningTree capable of handling multiple disconnected subtrees
    • merging realm fixes from radtown branch
    • Loot boxes can be respawnable
    • Loot boxes can be destroyed (and their contents spilled)
    • Debug commands realm
    • Fixed realm error when moving items in the inventory
    • Merge fixes
    • Loot regen
    • Save loot contents
    • Merged with trunk
    • Added TerrainMeta inspector
    • Tweaked server console colours
    • Switched default in-editor compilation settings back to CLIENT+SERVER
    • Forced TerrainMeta to be present on terrains with extensions
    • Made setting up terrain extensions a bit less horrible
    • Fixed Locks not saving proper
    • Fixed NRE in SendPlayerState
    • Fixed NRE in DropItems
    • Fixed viewmodel NRE
    • Fixed NRE in status command
    • Fixed nametag NRE
    • Throw error if Realm not set
    • Removed aimcone from bolt rifle
    • Strip ParticleScaler from server builds
    • Fixed realm weirdness (caused lock parenting to fail on client + other possible weirdness)
    • Added dummy implementation of ServerConsole on OS X / Linux
    • Renamed a few files
    • Fixed base 3 having no collision.
    • Fixed sometimes reverting to real world time
    • Server logs use windows newlines
    • Server logs now go into server identity folder
    • Updated to unity beta 19
  • 11-01-2015
    • Fixed cloud shader compilation on Windows
    • Updated PlayerNameTag and AtmosphericBlend
    • Time of Day update to 3.0.0 prerelease 2
    • Removed Google Analytics tooltip attribute and drawer as they override and break the default Unity tooltip attribute
    • Temp fix for syringe exception
    • Enable fps.limit for servers
    • Disabling message recycling (test)
    • Patched terrain shaders to include glossy env reflections, in order to better match other objects like rocks
    • Fixed shadow mismatches in transitions from floors/terrains to walls/rocks, caused by ambient lighting SH
  • 10-01-2015
    • Homing no longer starts with a perpendicular waypoint if called after an idle period.
    • NPC homing now immediately succeads if already home.
    • NPC no longer flip in and out of a sleeping state while sleeping.
    • Height map fallback now logs a warning.
    • NPC now use a fallback to snap to terrain when there is no height map.
    • NPC now return home before sleeping.
    • Restored custom deferred shader
    • NPC now sleep when tired.
    • Improved pvt parallax at mid-far distance
    • Tuned down exagerated pvt parallax mapping
    • added an angry_idle pose for the bear.
  • 09-01-2015
    • Animals can now die of sleep deprivation
    • Another swing at GetTriangleTransform fix - hitInfo.triangleIndex doesn't get set properly with SphereCastAll?
    • Error fixes
    • Updated MenuBackground scene
    • Merged changes from main.
    • Fixed player and NPC calorie burn rate.
    • Random waypoints once again use TerrainFilter.
    • Herbivores can now starve to death in a day.
    • Fixed forage calorie benefit.
    • added 3rd person animations for picking up / dropping an item / shoving a player.
    • added animations for the bear for when he's exhausted and breathing heavy from excessive running / attacking.
    • missed one
    • Fixed pvt compilation warning
    • Zeroed terrain shader splat count tag; just in case
    • Updated PlayerNameTag and AtmosphericBlend to work with the new version of Time of Day
    • Added horizon clouds
    • Added improved atmospheric scattering with planet shadowing
    • Time of Day update to 3.0.0 prerelease 1
    • Optimized terrain rendering by not setting any splat prototypes on the terrain; because Unity
    • PVT now using more settings directly from TerrainMeta
    • fixed missing data on roof prefab
    • Clarified triangle index error
    • Protocol++
    • Fixed wooden walls using brick walls skin
    • Snap player back if they're somewhere they shouldn't be
    • Future proof how RPCs are written/read
    • Fixed NRE in corpse dropping
    • temp fix to the roof prefab - adding stone floor prefabs and new stonefloor_a textures
    • Server logging
    • Fixed error reporting not always reporting
    • Fixed GetTriangleTransform NRE
    • Progress on stone set, wall, doorway, window and third pieces with prefabs done
    • First pass at revolver sounds
    • fixed spear poking animation so it doesnt look ridiculous when stabbing a rock and having the spear pull out.
  • 08-01-2015
    • Protocol++
    • Stopped time resetting to current server time
    • Blueprint learning
    • Blueprint icon hack
    • LootSpawn generation from existing items
    • 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.
    • Added working files for sedimentary rocks
    • merge from main
    • fixed melee regression (much easier to hit things again now)
    • Exception fixes
    • Trunk merge
    • Blueprints restricted to player's unlock list
    • Added player persistant data
    • fix for bullet trails
    • Recoil system into main
    • minor formatting
    • Added minor sway when in ADS
    • Loot recipes system
    • Mrege fixes
    • Merged trunk
    • Updated developer list
    • Congestion handler
    • Network channels
    • Fix for Fix
    • fix for occupied boxes on server crash
    • merge from main
  • 07-01-2015
    • Fixed infinite loop in Tools/Find/Prefab Errors
    • Fixed prefabs with missing components
    • Ran scenes 2 prefab to fix broken prefabs
    • First pass at eoka pistol sounds. Fix eoka pistol firing twice at once
    • Protocol++
    • Merged endurance hunting and animal ranking from animal branch.
    • Merged changes from main. (and updated manifest)
    • Fixed dropped items sometimes not being removed
    • Fixed campfires starting on after save/load
    • Fixed a CC problem with AIGroup.
    • Reformatted AI and NPC code.
    • NPC animation state now set using PostNetworkUpdate.
    • Fixed entity protobuf property order.
    • Stability perf tweaks
    • Fixed building block darken health effect
    • Animal species population now managed using prefab count parameter.
    • Stability support eventually fail gracefully if no ground route found
    • Extra dedicated server stats
    • Backup commit.
    • Can attach floor triangles to each other (like normal floors)
    • Can place supports/pillars on foundation/floor triangle
    • Tweaks
  • 06-01-2015
    • OnFlagsChanged gets called when entity flags change
    • Added DebugServer/DebugClient callbacks if entity is in debug mode
    • Loading a save pre-warms the stability system
    • Cleaning up and optimizing stability system
    • checking in some 3rd person animations for the hand2hand punches.
    • Removed a stray debug log.
    • Animals now have a weighted spawn chance.
    • Added exception guards to pvt table add and remove to avoid crash and display more info via warning
    • Removed AmplifyMotion native-to-managed fallback warming
    • Adding today's progress (stonewall_a)
    • Commented basic NPC and AI classes.
    • Adjusted meat drop rate.
    • Merged changes from main.
    • Added IntrusiveLinkedList, implemented by PathFinder.Node
    • Refactored MinHeap in PathFinder and SpanningTree to generic IntrusiveMinHeap
    • Made terrain config get stored in an asset to be reused in all scenes
    • Fixed torch flicking on for a second when swapped to
    • Fixed player belt inventory not really sending in snapshots
    • Added separate pass for beneath the water surface
    • Updated water to latest version
    • Fixed active weapon not always updating properly
    • Include build time in error reports
    • Fixed missing walls etc
    • First pass at waterpipe shotgun sounds
    • adjusted the pipe shotgun deploy so it's as quick as the other firearms.
  • 05-01-2015
    • NPC attacks now align to target more quickly.
    • made the ak47 prefab use the smg 3rd person player animations.
    • made improvements to the third person rifle animations.
    • Fixed contest advance and retreat ranges.
    • Cleaned up how NPC join and leave groups.
    • No active weapon when sleeping
    • Send player's belt inventory correctly
    • Fixed clothes not animating in PlayerModel.unity
    • Contests are now a group mechanic.
    • NPC can now form groups.
    • Server diagnostics
    • Updated water to latest version
    • NPC now update on the network correctly.
    • Added alternative higher-quality scattering model (still unused for now)
    • Time of Day update to 2.3.5 prerelease 3
    • More work queue optimizations
    • inGroundPathQueue = true
    • Workqueue profiling
    • The lighthouse is now properly bigger, with remade LODs and fixed collision.
    • Bigger lighthouse max file.
    • Fixed campfires not dealing damage properly
    • Physics performance tweaks
    • time and physics convars for server owners
  • 04-01-2015
    • adjusted the timing on the animal animations.
    • Updated AtmosphericBlend
    • Updated sky prefab
    • Time of Day update to 2.3.5 prerelease 2
    • Workqueue insight
    • Stability performance vars
    • viewmodel / worldmodel prefabs for the ak47
    • Player prefab performance test
    • sound fx / particle effects and prefabs for the ak47.
    • finished ak47 view model animations
    • Temporarily preventing sending network update on stability var change
  • 03-01-2015
    • Entity stats
    • Entity list
    • Tweaked day / night cycle to keep some of the aspects the recent bug caused, just in a non-buggy way
    • Fixed nighttime progressing incredibly slowly
    • Time of Day update to 2.3.5 prerelease 1
    • TargetStimulus no longer tracks velocity.
    • NPC now overshoot less often while chasing.
    • TargetStimulus now tracks velocity.
    • Renamed AISpeed to NPCSpeed.
    • Updated Behave to 2.5.
    • Started profiling Behave.
    • Setting up console window to host other developer tools
    • Another IsNaNOrInfinity check in AILocomotion
  • 02-01-2015
    • Tidied NPC profiling.
    • NPC now briefly stop thinking and moving while they eat.
    • Merged changes from main.
    • NPC now set animation state when making decisions.
    • changed the animals to use 1 state variable, instead of separate variables for sleeping / eating / tired / etc..
    • NPC now send an animation state property across the network.
    • Gave many of the animal classes a more generic name.
  • 01-01-2015
    • fixed a bug w/ rifle shell casing model.
    • some animations for the ak47 view model
    • First pass at thompson sounds

 

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