110,898 Commits over 3,897 Days - 1.19cph!
Added refresh to the decor and grass component context menus for runtime tweaking
Health Creeper
Strip CommentComponents
Removed InstanceCounted baseclass
Fixed a few skinning issues. Updated the tshirt material to use more than just a diffuse map.
Time of Day update to 2.3.1 prerelease 5
Initial stats balance for building components
Fixed placement guide not working
Converted remaining elements to new system
More building block conversions
Updated Terrain-TestLevel-Nicerblend to use new standard-based terrain shader
Fixed quit not working (stupid find & replace)
Switched all terrain shaders to future proof PBS surface shaders
Removed all intermediate standard/universal custom code and built-in overrides
adjusted the 1st person camera sway motion for a bunch of view weapon attacks
Added dev.shaderlod for future performance experiments
Moved all trees to the tree layer and all decor to the world layer
Made the error handling if Steam is not running a bit more sane in-editor
Made the editor pause if the standalone application quits
Missed some rustle colliders
Tweaked creation order of loaded entities
Don't send group < 0xf777 errors to the html console
Updating tree prefabs with their right prefab names
Protocol++
tone down the melee idle animation so it doesnt look like a 20 year old on ecstasy.. Now he looks like an 80 year old on valium..
added fishing_rod_w prefab.
added 3rd person fishing_rod animations.
Removed the rustle triggers on all of the resource trees (the ones on the decor are fine, but they're still not triggers @petur)
Removed damage indicator that was embedded on the main camera for some reason
Made entity parenting a bit more bulletproof, error throwing
protocol++ (forcing clean servers)
Block grades
Hammer menu
Block flipping
Block upgrading
Seperating skins from blocks
Two sided window/wall, two sided foundation
added loot_crate_B files.
added loot_crate_A files.
Added built-in standard/universal cginc dependencies to avoid surprises in the future
Updated custom standard/universal-based shaders for b12; also works on b11
Adding lods for the smoke stack, hopefully in the right place this time ;)
view model fishing rod sound effects.
fishing rod animations (catch fish / catch nothing)
Stripped out building block levels, levelling up, building, build proficiency, demolish proficiency
Added vm bob to bone knife prefab
tweaked bone knife vm anims
updated smokestack just need to lod and add foliage.
Pie menu placeholder sounds
Added description, icon to entity menus
Icons +desc for tool cupboard, locks and door
Fixed the bad ambient light and smog.
Some placeholder building component icons
Fixed error getting missing translations
Deleted missing prefabs in TestLevel
Updated engine phrases
Merged pie menu branch into construction2
Added in-engine translation class
Made PieMenu replace Context Menu
Fixed Icon Updating
Fixed Item phrase updating
Stripped HTML context menu
idle / holster / deploy animations for the view model fishing rod
tweaked bolt rifle vm deploy anim