248,619 Commits over 3,928 Days - 2.64cph!
Various autospawn tweaks.
Lightened slightly and made less contrasty. Character materials altered to match.
Missing terrain atlas icon.
Made everything fruity. Red, white, yellow and violet flower fields -- oh my.
Allow dump command on client
Network diagnostics
Wooden crate 1 and 2, LODs etc.
Updated lit torch vm anims to not obstruct your view so much
set all cloud city opaque shaders to deffered rendering, brightened up main light in scene, applied correct materials
Fixed return type of `RectI.GetBounds()`.
Added TENN win & lose anim
New Cloud City scene with Marmoset materials, lighting adjustments, balancing of textures and characters.
Merged water changes from main
Some water shader define renames for the river shader
Fixed absolute path dependencies in the external persistence projects.
[zombies] added a variant for wall damage
[zombies] each type of ammo does diff amount of damage to walls
[zombies] walls show damage
[zombies] walls can take damage from gunshots and be removed
First pass at distant explosions
Include AudioReverbFilter decay time in sound length calculation
Dynamically adjust sound priority based on distance from the camera (farther voices will be stolen first)
Add reverb falloff script
Add high pass filter falloff script
Add gunshot sound template
First pass at distant gunshots
nights are colder
ore cooks faster
Server performance fix
Cold overlay tone-down
gunpowder default blueprint
key lock takes wood only
keys are crafted instantly
can craft keys without unlocking door (if you have access)
Adding the .csproj names for the game persistence projects and modifying the ignore config.
Fixed not being able to drop items
balanced food calories and health bonuses
Added tangents to river meshes
Oprimized river mesh geometry (less stretched triangles)
Setup river mesh UV coordinates to work with the river shader
merge into main - a bunch of damage balance and hide balance changes
hide stuff is balanced and default craftable
hide stuff has protection properties again
repair bench easier to create, repair bench default blueprint
balanced deployable health/protection - ensured repair bench destroyable
merge from main
generic deployable protection
Moved standard layer code to own include file
Added wetness control to legacy terrain shader
Dump network packet history on invalid packet error
Updated heads blendshapes source file
eoka recovers from cancelled attack faster