200,224 Commits over 4,140 Days - 2.02cph!
Updated vm torch anim source files
Merge branch 'master' of arcade
Migrate geiger sounds to sound system and reduce volume
Volume/mix adjustments for some impact sounds
Increase overall volume of in world sounds
Slight increase to max distance on default sound template
improve the bear animations (attacks / walks/ runs)
Fixed dynamic infuence maps not updating properly
Prevent rivers from crossing each other
Added placeholder object to river sources
Fixed some decor not properly aligning to normal by default
[zombies] when they cant reach position, zombies attack part of the blocking wall instead
Fixed beachside trees spawning forestside
Fixed some player spawns being inland
Fleshed out networking interfaces.
Merge branch 'master' into net-lidgren
Added some dirty dodgy menu and UI shit.
Renamed elevation to altitude in atmosblend, for consistency
Wetness masks now optional in std shader's wet layer to free up samplers
Made terrain an optional std shader layer, now more centralized
Added useful std layers to relevant std shaders
Added directional fade to terrain-blend shader where mesh and terrain normals converge
Added speed tree asset cleanup tool "Tools/Cleanup/SpeeTree Cleanup"
Made paths and rivers store height values when assembling the point lists
Doubled river vertex density
Increased maximum river trace distance
Some refactoring and cleanup
Tweaked the scale range of some river rocks
Splat improvements
Remove snow from paths
Tweaked bridge prefab to push it slightly further out of the ground
Made sure everything compiles, moved networking protobuf files.
Tweaked rock prefabs to push them slightly further into the ground
Holding shot button charges shot power
More Lidgren networking implementation.
Removed Unity 4 installation requirement from the premake script, added `pdb2mdb.exe` to `Resources`.
Fixed disconnect error and updated rust lib
Tweaked arid forest frequency and size
Updated game manifest
Protocol++ (network + save)
Fixed magazine loading null values