123,979 Commits over 4,171 Days - 1.24cph!
Added skeleton flags
Define which types of attacks/damages cause a wounding
Metal breakable meshes & prefab integration
Top Tier breakable meshes & prefab integration
Snow is no longer treated as an overlay
reduce mouse sensitivity on wounded
Merging wounded stuff into main
Added some lightweight compression to a couple of terrain maps
Fix for the invisible floors issue
merge from building_skins2
forgot one thing in this bad boy twig
improved the flinches for the horse and stag
Less pitch variation on gunshots
Bullet impact volume tweaks
fixed some bugs with the view model hatchet "hit_attack" not playing
-fixed stone pickaxe not playing the hit_attack animation
Added lods on two halfheight blocks
Fixed not playing wounding animation when crouched
Reduced health of twig blocks
Fixed guide sometimes not changing when using bluepint
Reduced chance of surviving a wounding
Removed TerrainNormalMap (get normals from TerrainHeightMap on the fly, height map also stores normal texture now)
Removed the need for normal map decoding at level start (no more need for texture decompression hackery)
Further optimizations on stairs blocks lods
Added missing byte to float conversion to biome texture generation
Fixed some icons not showing on crosshair info
Added some missing icons
Removed unneeded code
Rebuilt wall.doorway.wood (broken merge?)
Fixed some missing scripts
Fixed the wall.dorrway.wood block missing LODs
Fixed a case where stairs block prevents floor spawn
Sort conditional models queue by distance from the camera
Adjust znear if in-eye view or viewmodel
Upped default max gib count
Re-committing LegacyLevel scene
Attempt at missing script fix
Fixed lighthouse LOD group component
Ragdoll tweaks
Planner guide switching debug
Terrain map memory amount report fixes
Hacked the floors and foundations to be failsafe
More planner guide debugging
Fixed window bars not deploying
Increased overall brightness of the night with full moon
Added climate prefab to TestLevel