30,783 Commits over 3,867 Days - 0.33cph!
Scrap ceiling light, ~~all the files
Fixed not shutting down EAC properly
speedtree animateCrossFading = 1
Fixed having to hold USE to pickup - instead of tapping
Fixed not being able to pick up some items at weird distances
Dropped arrows are arrows
Arrows stick in stuff properly
Arrows that are stuck inside a player/npc properly transfer to its corpse
Fixed a bunch of weird parent position stuff
Fixed bone knife animation fuckups
checking in some meta/fbx files
horse / chicken ragdolls now have the proper skin as their living counterpart.
added Anim events for the flare view model
viewmodels and woldmodels for the flashlight and flare
special fx and sounds for the flare
merge from building lod atlasing
tweaked some jump animations
finished all of the 3rd person handcuff animations.
Forgot to submit graphics tweaks UI prefab
Added alpha cutoff range; alpha cutoff now visible in material inspector again
Better shader error detection
Skipping some complex code during SHADER_TARGET_SURFACE_ANALYSIS
Drastically reduced terrain and terrain-blend shader variant count; simplified shader LOD options
Added graphics UI logic for anisotropy and parallax
Added anisotropy and parallax graphics UI options
Reimport shaders on build if needed
first pass at reloading sounds
Fixed early singleton initialization in standalone builds
Crafting queue http://files.facepunch.com/garry/2015/May/27/2015-05-27_17-19-43.jpg
handcuffed holdtype meta files
Better Crafting - part 1 http://files.facepunch.com/garry/2015/May/27/2015-05-27_14-48-02.png
Disabled parallax occlusion and parallax offset by default; now a shader feature, requires toggle via shader keyword
Fixed blendlayer not working; added very low quality mode for lod < 300
Fixed metal blendlayer sampling RG instead of RA
Adding scrap searchlight files (ready to go)
miner helmet implementation
some 3rd person animations for a handcuffed player.
Added miner's hat model, textures, and prefab
Fixed pie menu being behind tooltips
Fixed beltbar behind invetnory menu
Fixed loot/campfire/furnace panel sometimes missing when opening twice in a row
Added Menu.Proxy attribute, refactored Menu attributes
Crafting a key from a key lock shows resources needed, disabled properly when not enough
Don't show rotation option is block can't ever be rotated
Fixed custom ST shader compile path below sm30
Show costs on planner menu
bone club fbx + mats + textures+ lods etc
Show resource costs on hammer tool
Changed TerrainColors to accept runtime changes in TerrainConfig