193,473 Commits over 4,079 Days - 1.98cph!
Item placement skips rotation placement (rotation is driven by placement parameters)
Item preview is now instantiated from the current item view (fixes torch placement preview having a light enabled when held torch isn't lit)
Going through more UI stuff
adding slasher anims/controller
More character refactor. IVehicleUser etc
player eye offsets correct on mounts
aiming relative to mount
Disabled foliage intensity until we have proper filtering for spot and cube shadows
Cherry picked overgrowth material tweaks
hippo polish and rhino first pass
Overgrowth reduced alpha cutoff
Fixed some problems when repeatedly connecting to the same server in one session
Reduced memory usage by freeing the world serialization cache after loading the map
Addedd watermap memory usage to world info text
island-02 cliffs placement adjustments
added male_hairstyle_01 to prefabs on skinupdates branch
Added speed boost effect prefab
fixed issue with pickaxe attack hit anim
fixed clipping on big cleaver, longsword and mace attack at 85 fov
Units dropped by the player to remove from the Squad now explode
Cherry picked foundation shadow mesh fix
Foundation floor shadow fix
Reworked exit handling in squad editor. Hid the exit button, pressing escape at the map panel exits sqad editor, hitting escape when editing a squad shows the map panel
cliff_01, cliff_01b models/prefabs
Reworked the way Squad saving is handled. Removed the Save button, squads are now auto saved when changing maps or exiting. Invalid/incomplete squads trigger a warning display and block exit
Enabled grass shadow casting by default (gfx menu toggle soon)
Added custom shadow path to foliage shader
Added foliage shader ability to override shadow bias, shadow intensity and shadow alpha LOD bias
Tweaked overgrowth material
Removed mesh collider from tile highlights
Fixed crash issues with vehicle radars
Only highlight friendly unit tile selection highlighters
SquadDatabase now deletes any previous version, player-made squads at startup
Made new squads using the new units for next playtest
SquadVersion++
removed the mouse input option
squad editor unit list now defaults to the grid view again, now we have more units.
disabled the map type / unit type category selections
Smelting has a success chance.
Smelting stats for the different ores.
Coal fueled blast furnace for higher end smelting (hotter temperature)
Fuel fixes.
hippo + human looking around anims
Disabled transform renaming on contextual hint - should fix the hint prefab always being marked as changed
More item placement stuff, reverted to command generation method that I accidentally broke earlier
Some more trap logic
Added an IsPlaced field to Item so we can tell if an item is placed (not carried, but also not dropped)