110,890 Commits over 3,897 Days - 1.19cph!
Meat now needs to be in a campfire to cook (not your pockets)
Meat now becomes spoiled after a while
Meat can now become burned if left cooking for too long
Added self test to bootstrap
Fixed a couple of Sentry errors
Added a couple of speedtrees to make sure it works
Fixed floor triangle having a square collider (thanks hamiltonfed)
Updated Lidgren
Testing different lerp method for player positions
Fixed underwater fog being slightly visible above water
Backup committing a small & messy temp Speedtree test folder. My god, it's full of files.
Zeroed the testlevel water.
Loadtime reporting, current screen reporting, crafting reporting
Fixed first person camera position not matching player head position when ducked
New view model rock material added.
Fixed player being able to unduck into other colliders
Deleting cfg folder added by Scott
Log connections, disconnections with Google
Making snapshots on respawn a bit more predicatble so we can show loading screens
protocol++
Adding Google Analytics test
updated vm hammer hit anim & added 'strike' anim event
Fixed stone hatchet - good job dyngnosis on reddit, you win
Give items back on cancelling craft
Cancel crafting on die
Tweaked underwater effects
Fixed sleep inside spectator exploit
Fixed hazmat suit making the player invunerable
Stag, Bear, Boar now use their real ragdolls
Deleted UnityVS files committed by Scott
Made ViewmodelBob smoother, no snapping between states
Fixed boltrifle ironsights hold position being massively off (for real this time)
Toned down rock hit screen shake
Upped max texture resolution on 729 textures
Fixed physics / metabolism water level being higher than the water plane
Fixed supply drop not dropping
Ragdolls for boar, bear, stag
Tweaked player ragdoll (should fix LOD issues)
Fixed players sometimes spawning inside objects
updated player rock attack to better match timing of viewmodel
Added triangular floor peice
Wolf meat is now proper cookable
Made ores spawn everywhere (at least for the time being)
Terrain shading debug props.
adjusted the attack animation so it hits the center of screen
prefabs for the salvaged hammer and its various fx
salvaged hammer is all done;
Decreased grass vertex count (performance test)
updated vm melee weapon anim contact points, reactions,events & controllers
Made grass patch vertex count error log group properly in Sentry
Slightly increased grass tapering distance
Added graphics.quality X (sets the same parameter the launcher sets, X can be between 0 and 5)
Minor spawn handler tweaks
Made SERVER+CLIENT+STEAM default project compile option (I think it always used to be like this?)
OCC (obsessive compulsive commit)
Increased water opacity
Fixed underwater fog always being disabled
Added per-biome grass textures
Refactored the way SpawnFilter and TerrainMath handle temperature
Tweaked terrain generation (now allows seeds that would lead to collider overflows in Unity 4)
Protocol++
changed the pickaxe hit sound so it's synched better with the animation
adjusted attck animations of all view models so it lands in the center of screen. set up the alternate attacks for the boneknife, and salvaged_axe