124,947 Commits over 4,171 Days - 1.25cph!
Fixed the bad ambient light and smog.
Added description, icon to entity menus
Icons +desc for tool cupboard, locks and door
Pie menu placeholder sounds
updated smokestack just need to lod and add foliage.
tweaked bone knife vm anims
Added vm bob to bone knife prefab
Stripped out building block levels, levelling up, building, build proficiency, demolish proficiency
fishing rod animations (catch fish / catch nothing)
view model fishing rod sound effects.
Adding lods for the smoke stack, hopefully in the right place this time ;)
Added built-in standard/universal cginc dependencies to avoid surprises in the future
Updated custom standard/universal-based shaders for b12; also works on b11
added loot_crate_A files.
added loot_crate_B files.
Block grades
Hammer menu
Block flipping
Block upgrading
Seperating skins from blocks
Two sided window/wall, two sided foundation
Made entity parenting a bit more bulletproof, error throwing
protocol++ (forcing clean servers)
Removed the rustle triggers on all of the resource trees (the ones on the decor are fine, but they're still not triggers @petur)
Removed damage indicator that was embedded on the main camera for some reason
added fishing_rod_w prefab.
added 3rd person fishing_rod animations.
tone down the melee idle animation so it doesnt look like a 20 year old on ecstasy.. Now he looks like an 80 year old on valium..
Don't send group < 0xf777 errors to the html console
Updating tree prefabs with their right prefab names
Protocol++
Missed some rustle colliders
Tweaked creation order of loaded entities
Made the error handling if Steam is not running a bit more sane in-editor
Made the editor pause if the standalone application quits
Moved all trees to the tree layer and all decor to the world layer
Added dev.shaderlod for future performance experiments
adjusted the 1st person camera sway motion for a bunch of view weapon attacks
Switched all terrain shaders to future proof PBS surface shaders
Removed all intermediate standard/universal custom code and built-in overrides
Fixed quit not working (stupid find & replace)
Updated Terrain-TestLevel-Nicerblend to use new standard-based terrain shader
More building block conversions
Converted remaining elements to new system
Fixed placement guide not working
Initial stats balance for building components
Time of Day update to 2.3.1 prerelease 5
Fixed a few skinning issues. Updated the tshirt material to use more than just a diffuse map.
Health Creeper
Strip CommentComponents
Removed InstanceCounted baseclass
Added refresh to the decor and grass component context menus for runtime tweaking
Fixed AI being disabled in the main procedural scene
Demolish option
Warnings/Errors when SkinnedMeshCollider has invalid/missing mesh
Increased animal run speed
Made prey animals avoid predator animals
Properly setup the rustle triggers on all bush prefabs
Changed flower clutter shader to the double-sided foliage one
Terrible looking health bars
Cleaned up and reorganized terrain shader code; particularly the atlas part
Removed more obsolete terrain shaders
Updated prefabs + game manifest