108,405 Commits over 3,867 Days - 1.17cph!
Removed directional light from reflection probe bake
Hydration drops half the rate of calories (probably backwards but we don't have any drinks)
Fixed block.halfheight metal health
Fixed door metal health
Fixed not being able to connect to server after a failed join attempt
Fixed bow breaking when no ammo
Lessened the effects of hunger/thirst - to avoid shock on it being enabled
Updated water to latest version
Server: Create a net_env if none exists (after loading a save)
Added hide boots/pants/poncho/vest
Resized some oversized textures
Fixed EAC error when disconnecting before auth
Fixed radiation overlay
Re-enabled metabolism
Subtracted changeset 5907 (wrong branch)
Removed hacky dictionary lookup from ambience manager (use multiselect enum instead)
Allowed water decor rocks to spawn in riverbeds
Added clutter rocks to riverbeds and roads
Removed debug output from procedural river component
Renamed water topology type to ocean (water is now ocean, river and shore combined)
Added procedural river component (traces non-zero-level rivers down mountains, WIP)
Added river topology type
Tweaked dune and lake noise
Reduced terrain edge padding
Fixed admins not really being set as admins
Added rigged & roughly skinned head2 variant (no blends or lods)
Fixed NRE in FindClosestBone
Changed how positions are networked
Fixed NRE in PositionLerp
Updated native dlls
Fixed missing components on camera (bad merge?)
Allow developers to go third person too
report protocol++
Floor decal fix, making them darker in unity is a quick fix for now.
fixed the animal animations so they don't flicker as much when moving at certain speeds
tweaked animal animations so the foot placement matches better with movement speed.
fixed animalskin script to work with multi materials
Increased arrow speed, made it shitter against buildings (!)
Fixed metal halfheight block being 4 meters offset
Location based damage is back
Bone hit detection is more accurate
Disabled NPC metabolism (because something wasn't working there)
Added bone names to localization
Changing D3D9 fullscreen mode to "exclusive mode" by request
Fixed NRE in OnProjectileAttack
Added wetness layer to standard shader
Fixed empty string network write NRE
Fixed NRE in Deployer
Fixed "dropped through" server errors
Shooting metal blocks now makes sparks
Shooting stone blocks now make correct stone block being shot effects
Fix compile error and reapply footstep updates
foundation, floor, roof, walls, stairs - metal tier
Enabling some shader features
Updated internal standard shader properties
Added first version of standard shader with toggable particle accum layer; e.g. rocks with snow, sand
Added warning if force atlas max mip level fails
Prevented players from spawning inland or on cliffs (only coastal sand beach now)
Extended player spawns to include areas slightly to the north and south of the temperate biome
Enabled reflection probes on the 3 fastest quality settings (fixes black water)
Tweaked topology-based path cost to yield more natural looking paths
Removed multithreading from post-road-placement cliff creation (possible race condition if splat, color, topology or path resolution mismatched)
Multithreaded pathfinding of the road network
Try Catch around UnityAnalytics calls - because they're throwing errors for some people
wooden door key can be burnt in fire/furnace
Fixed protection properties not expanding when new damage types added
Beefed up block vs melee protections