123,981 Commits over 4,171 Days - 1.24cph!
Finish up sound system refactor
merge from main/soundrefactor
missing if CLIENT for new sound stuff
stone skin triangle floors dirt acumulation
armored skin square/triangle floors dirt acumulation
stone skin vertex alpha fixes stairs/ half block
metal skin square/triangle floors dirt acumulation
water footsteps stay on the surface of the water now
Made all per-object decor randomizations fully modular
some material blend tweaks
wood skin square/triangle floors dirt acumulation
Changed rock material adjustments from Start to Awake
twig skin square/triangle floors dirt acumulation
removed culling from wall blocks lods
Tweaked DecorComponent seed handling
Tweaked cliffs
Improved randomness of SeedRandom.Sign
new special fx for footsteps in water
tweaked idle animations for the rifle / torch / unarmed
improved 3rd person walking with rifle.
Backup before maybe ruining the terrain.
Fix reverb falloff on gunshots not updating before the sound starts playing & optimize reverb/highpass falloff scripts
Impact sound volume tweaks
Fix missing sounds on a few in-world objects
Make sure looping sounds continue playing when their gameobject is disabled and re-enabled
Updated Rock Normal and overlay maps.
Arrows are cheaper and you get 2 per crafting session
2 shotgun shells per crafting session
Fixing end corners spawning into adjascent pillars/walls
fixed the scaling on the water footsteps
Time of Day update to 3.0.1
Added aerial density and fog color to climate blending
Updated some image effect shader syntax
merge from building_skins2 - ~skins dirt accumulation and other fixes
More skin variations
Fixed bluehair syndrome
Fixed some arms on some viewmodels using the wrong material
Time of Day update to 3.0.1f2
Re-enabled ambience sounds by default (gulp)
Twig skin tier LODs and setup in prefabs
Improved normal encoding for transmissive surfs
Improved semi-auto terrain mesh blend; now independent control over distance and steepness blends, height masked, follows mesh normal, etc..
Fixed always hitting temp register issues at every corner by refactoring terrain shader code
Added proper atlas set names to override splat selection; also fixed overrides