200,020 Commits over 4,140 Days - 2.01cph!
repair bench easier to create, repair bench default blueprint
hide stuff is balanced and default craftable
hide stuff has protection properties again
merge into main - a bunch of damage balance and hide balance changes
Added tangents to river meshes
Oprimized river mesh geometry (less stretched triangles)
Setup river mesh UV coordinates to work with the river shader
balanced food calories and health bonuses
Fixed not being able to drop items
Adding the .csproj names for the game persistence projects and modifying the ignore config.
gunpowder default blueprint
key lock takes wood only
keys are crafted instantly
can craft keys without unlocking door (if you have access)
Server performance fix
Cold overlay tone-down
nights are colder
ore cooks faster
Add reverb falloff script
Add high pass filter falloff script
Add gunshot sound template
First pass at distant gunshots
Dynamically adjust sound priority based on distance from the camera (farther voices will be stolen first)
Include AudioReverbFilter decay time in sound length calculation
First pass at distant explosions
[zombies] walls can take damage from gunshots and be removed
[zombies] walls show damage
[zombies] each type of ammo does diff amount of damage to walls
[zombies] added a variant for wall damage
Fixed absolute path dependencies in the external persistence projects.
Some water shader define renames for the river shader
Merged water changes from main
New Cloud City scene with Marmoset materials, lighting adjustments, balancing of textures and characters.
Added TENN win & lose anim
Fixed return type of `RectI.GetBounds()`.
set all cloud city opaque shaders to deffered rendering, brightened up main light in scene, applied correct materials
Updated lit torch vm anims to not obstruct your view so much
Wooden crate 1 and 2, LODs etc.
Allow dump command on client
Network diagnostics
Made everything fruity. Red, white, yellow and violet flower fields -- oh my.
Missing terrain atlas icon.
Lightened slightly and made less contrasty. Character materials altered to match.
Various autospawn tweaks.
Reverting a couple of files that should not have changed.
Fixed transmission interfering with unity std shaders
Changed ST shader default transmission values
Making menus a and UI a bit nicer and allowing to disconnect and reconnect without shutting the game down etc.
continueing to build test court environment
Precision issues with g-buffer normal encoding; affected terrain as well