33,192 Commits over 4,109 Days - 0.34cph!
Fixed not disposing of cloned mesh in AM skinned state
added dryfire animation for the eoka pistol; added a new deploy anim for salvaged axe that doesnt look like shit
Fixed server errors when old clients join
new explosion / smoke textures
Re-added the 3 water qualities (hopefully working around the presumed Unity bug this time)
Updated water shader in preparation for river shader
Fixed item option buttons becoming unresponsive when taking lots of damage
fixes for cold protection/overheating
Skinned & rigged new head2 variant ready for testing (no lods or blends)
Added head 2 textures & created 1st pass player2 skin material
Reapplied water changes with reduced maximum loop unroll depth
Fix confirmed, remove debugging stuff
Clamp reflections that go horizontally off screen (only cut off if vertically off screen)
Added head2 prefab (in case it's needed)
Don't use blueprints as ammo
Hacky hack - fixed bow breaking after last arrow fired
Bow and Arrow are craftable by default
Updated phrases
Updated recipies
eoka recovers from cancelled attack faster
Dump network packet history on invalid packet error
merge into main - a bunch of damage balance and hide balance changes
balanced food calories and health bonuses
Fixed not being able to drop items
gunpowder default blueprint
key lock takes wood only
keys are crafted instantly
can craft keys without unlocking door (if you have access)
Server performance fix
Cold overlay tone-down
nights are colder
ore cooks faster
Some water shader define renames for the river shader
Updated lit torch vm anims to not obstruct your view so much
Wooden crate 1 and 2, LODs etc.
Allow dump command on client
Network diagnostics
Removed unnecessary Camera.main queries from the grass and decor systems
Added cutoff and tapering values to decor system
Don't play footstep effects that we can't see/hear
Client optimizations
merge from main/distantsound
revert merge from main/distant sound to try to fix asset isues on build server
some tweaks to the C4 explosive particle effect