31,406 Commits over 3,959 Days - 0.33cph!
Player texture swaps affects whole body
Hair is taken from highpass, removed hair from shader
Player skin LUT driven by lighting
Added high pass to the skin shader
Added stone pickaxe
First pass balancing building blocks & melee
Water footsteps first pass
Corpses hang around for 30 minutes, instead of 2 minutes
Added stone pickaxe vm prefab
Added stone pickaxe anim controller
Added vm stone pickaxe anims & anim events
Updated sedimentary Rock files
improvements to the 3rd person bow animations ( idle / walking / runngin )
Fixed ragdolls spawning weird
Ragdolls are less spazzy
Player preview in inventory menu displays genes properly
Player corpses inherit genes properly
Added Sedimentary rock detail textures
Added sedimentary rock set
Shortened world checksum to two segments (way faster and still fairly safe)
More AI profiling
Server performance fixes
Fixed skinnedMesh error
Head texture swapping based on steamid
Added specular/smoothness to the skin shader, tweaked for more skin colour variation
Stone pickaxe view and world model with LODs.
Minor iceberg spawn filter fix
Strip Unity / ST tree component from server builds
Greatly reduced serverside tree collider counts
Begin playback in Start instead of Awake on SoundPlayer so sounds start after EffectAudioPerspectiveSwitcher does it's thing (temp fix until I implement a more general solution for adjusting sounds before beginning playback)
Skin colour is based on steamid
made some improvements to the 3rd person pistol animations.
Changed fog mode in procedural map
made some improvements to the torch fire f/x; tweaked the deploy on the salvaged axe
Updated all TestLevel bakes
Refactored splat and biome maps to natively support bit masks in their getters
Refactored the way terrain colors are sampled to support one color per splat per biome
Reorganized some decor folders
Fixed resources spawning on cliffs
Increased min view distance from 50 to 250 to prevent nightvision trickery
Added a generic base class for processed textures
Added BlurTexture class (because why not)
Added BlendTexture class that blends two textures together (replaces BlentLUT)
Added all functionality of AtmosphericBlend to Climate (blending now uses biomes)
Removed AtmosphericBlend and BlendLUT
added particle effects for footsteps/bullet impacts in water. fixed a bug with the blood impact not removing itself
Don't update reverb/highpass falloff every frame + additional sound profiling
Tweaked position of lock on top tier door
Use the correct sound template for the cargo plane loop