111,661 Commits over 3,928 Days - 1.18cph!
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Tweaked arid biome rock texture splat tint
Fixed various issues with construction placement inside caves and on terrain blended rocks
Added GamePhysics class (physics wrapper with custom hit verification for things like terrain collider carving)
debris collides with world
landmines placed on ores now detonate when it's shape changes
World view models for the 6 new melee weapons.
Moved all decor on the terrain layer to the world layer (terrain layer no longer required for grass to grow on them)
Static flag cleanup
Tagged a number of deprecated entities as deprecated (remove with next network++)
Don't spawn any static, non-gatherable entities like bushes via the population spawn handler (!)
Only spawn entities in world setup if server
setup the mecanim controller for looting on the ground
Trees no longer use the most inaccurate colliders in the industry
Underwater specular occlusion now animated and automatic
Fixed incorrect water fog on OSX/GL
Fixed SSAO on top of water
Reverted water obj to prefab in TestLevel
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Fix repeats of hemp/stone/wood pickup sound
Torch lowering also correctly fades out when lighting it while already running
Fixed light going through furnace walls while fading in or out due to the shadow intensity also fading in or out
Fixed light bleeding through terrain on the base of shadowed rocks in the distance
Fixed incorrect time zone offset
Skip initial resource spawn if a savegame was loaded successfully
SpawnHandler never spawns more entities than allowed
SpawnHandler report contains some more info
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First person models of the 6 new melee weapons ready for an animation pass.
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added crouched turn-in-place animations for bow / unarmed / pistol
added a crouched gesture for doing things on the ground
tweaked salvaged icepick viewmodel anims
Distant gunshots are a bit quieter but can be heard from farther away
disabled some stuff for now
Tweaked sun and moon brightness
Updated camera in TestLevel