200,183 Commits over 4,140 Days - 2.01cph!
fixed a bunch of errors with the viewmodels missing some animations
setup the gib script so it points to the correct gib special fx
added some code to show the player shuffling his feet when he's turning on the spot (we've finally achived NEXT GEN status !!)
some tweaks to the turn in place animations
Removed override keywords from standard-terrain; so it doesn't upset unity shader compiler
TerrainTexturing now passing TerrainMeta instead of terrain to PVT_Param
Removed deprecated terrain shaders
Added Material Keyword Cleanup tool; will execute in a few hours
Tweaked path texture scale
Shader preloading with ShaderVariants asset (Shader.WarmumAllShaders only preloads the current scene and loaded resources)
Startup crash on OSX debugging
Wait two frames after updating UI in bootstrapping (this is required in the terrain generator, so probably also here)
Suddenly a few more shader variants appeared... okay.
Fixed some tree types spawning indefinitely
Added failsafe for future fuckups of this sort
Fixed the occasional spawn inside rocks
Named shapes and removed unneeded BS meshes.
Fixed a build error on Linux and OSX
Renamed BS and removed unneeded meshes.
Fixed up PlayerModel scene
Tweaked road terrain adjustments
Tweaked rock topology radii
Increased distance between two cliff meshes by 50%
Protocol++ (network + save)
Prefab auto-updates (some serialized properties were removed it seems)
Update to material keyword cleanup, all set
fixed boneknife crafting time
Post-build deployment, GUID: 0dea18ec-82c9-4623-a600-7c591732ab7a
Post-build deployment, GUID: 5d1dcd52-fd3b-4b52-82a1-139412c7bc6f
updated repair bench model
Wooden loot box scale fix.
Adding barricades greybox models and collisions
Tweaked rock material terrain blending parameters
Removed some unused empty folders
Added "done" status to loading screen after all terrain components have been initialized
Repair bench gibs and some nice lods.
Fixed material keyword cleanup tool to avoid Material.DisableKeyword, broken in editor
Cleaned up deprecated shader keywords in all applicable materials to keep us below the limit of 128
Leaf rustle wavs for different movement speeds
enabled gibbing of basecombat objects