30,783 Commits over 3,867 Days - 0.33cph!
Quick pass at crystal ambience
Crystal tweaks. And added to the map.
Reset cloud parameters (no use in tweaking those while I change them on a daily basis)
Crystal fixes. Ambient tweak.
Increase voice limit for viewmodels a tiny bit
Moved elephant grass to TreesSource
Removed the locks that were part of our door textures
keypad pivot reorient
door prefabs keylock repositioning
door models tweaks
adding keylock models/textures
Allow chatting while spectating
Fog. Forestside spawn table.
Fixed bridges sometimes spawning underwater
Added level info to procedural map
Made test prefab mountain less shitty
Removed bush type 3 from the procedural map (source no longer exists)
Fixed cached menu not updating disabled status (to main)
someone complaind that the animals looked like they were just spooged on.. I fixed that.
can't upgrade building blocks under attack
re-added consumption sound effects
Explosives now have a minimum damage distance (grenades are more effective)
viewmodels are snappier when aiming down the sight (better combat)
ironsight fixes for various firearms
changes to the ironsighting script to allow it to blend smoother between non-ADS and ADS
Wood yield scaled with tree size. 15% bonus on arctic ones.
Removed spec from tree billboards for real. Synched some inter-species tree colors. More rocks.
tone down the specular on the horse hair so it doesnt look like it's auditioning for a shampoo commercial
Per gameobject audio voice count limiting
animations for the beancan grenade view model
added sound and special fx as well
some more animal animation tweaks
tweaked animal animations.
fixed the bug where the horse sounded like a popcorn machine
added missing normal map to grenade
fixed grenade pausing in mid air for a second after thrown
slowed down hammer refire rate
fixed explosives not resetting building block repair delay
Enabled ocean/ss in Water prefab
God ray experiment (apply post-fog)
Vignette experiment (apply pre-tonemapping)