30,763 Commits over 3,867 Days - 0.33cph!
Added foundation conditions
Added rigidbody to socket_handle
Foundation first draft, fixed wall collisions set to trigger.
fixed hole in neck player mesh issue
Disabled PVT by default on Procedural Map, moving to a test scene for now
Fixed Amplify Motion shader compilation errors on d3d11_9x target
Made beartrap, furnace, sleepingbag craftable
Added railing component (low wall)
Minor tweaks to the terrain generator configuration
Enabled procedural virtual texturing in TestLevel_PVT (fully enabled) and Procedural Map (toggle in terraingen) scenes
Added end caps to wall, window, door components
Merged procedural virtual texturing
Voice recording HUD notification
Fixed voice playback not always working
Wolf corpse now gives animal fat
Simplified conditional models system
Added conditional edges for window, door
Moved water fog volume to the water layer
Moved clouds and auroras to the sky layer
Ensured that all decor objects are on the world layer
Added a dev layer toggle console commands
Window piece was mistakenly overwritten, commited new prefab
changed the player animation state machine so each of the weapons have their own overlay sub state.
player animations for attack / deploy / reload while holding a rifle.
More light tree and shrub files
made some changes to the player animation state machine; added prone/crawling animations.
Added first draft floor, window and stairs for the log building set.
Building part skin sets now work
Fixed bad translucency on forest 4's.
Shrub textures and a little cleanup.
Added 3x3 shack and front corridor walls
Killed a couple of ugly ferns, and committed some shrub wips so I don't lose them again!
re-export torch world model & edited bow prefab
Nuekd some random FBX and building materials. Updated new log building pieces.
Changed terrain minimum pixel error to 5
reset positions of all world model weapon prefabs
World model attachment bone now defined by the weapon itself
changes to hold type anims & world meshes for correct weapon placement
Re-organising builing assets.
Reduced rock count slightly
Protocol++
Color matched all rock materials (some got screwed up again by the most recent shader fixes)
Added server.ip variable (to bind server to specific ip)
Set shininess on all rock materials
Color matched (ish) sand rocks
Fixed rock shader being too dark
Updating building test save
Use InvokeAtomic to refresh conditional skins, so it only gets called once instead of once per surrounding skin