33,172 Commits over 4,109 Days - 0.34cph!
Added legacy terrain test code
Added first version of legacy terrain shader (8 splat; atlas based)
Renamed 4-splat legacy terrain shader used in testlevel
Switched to bicubic fetch on new legacy terrain shader; let's start with high quality
Converting Realm.Server() to isServer where possible
merge into main - bear trap and assault rifle changes
fixed the ak47 deploy animation
less recoil when aiming down the sight
compile error fix for client
Bear trap deals multiple damage types
Tweak bolt rifle deploy sound
Increase volume of bolt rifle deploy slightly
Adjust torch strike sound
Tweak salvaged axe sounds
speed up the eoka pistol deploy animation.
seperated the torch lit/unlit attacks so they have their own distinc sound.
Shielded exception in PlayerPrefs.SetString
Merged radtown branch to main
Store the world checksum in the save too
Protocol++
Fixed spanish translation in english phrases
Updates scenes2prefab
Adding myself to DeveloperList.cs
Made heightmap postprocessing run before placing monuments to keep it from offsetting adjusted terrain
Added fadeout distance and placement distance parameters to terrain modifier generator
Converted radtown_small3 to use automatic terrain info extraction (WIP, not updating prefabs yet to remain compatible)
Added direct getters to TerrainTopologyMap and TerrainBiomeMap
Item list in the dev console
Added inventory.giveid <itemid> <amount>
Added inventory.givebp <itemid>
Fixed local player model sometimes dying, causing invisible players
vagabond jacket is better
AR has a bit more recoil
proper LOD's for bear trap
Halved boar and stag gallop stamina.
merge into main - AI should be attracted to traps now
Reapplied boar and stag stamina changes.
fixed the ak47 prefab. (it no longer reloads after every shot :)
fixed out of order usage of RaycastAll in DropToGround
fixed bug where corpses would disappear regardless if it took damage/was being looted
corpses of objects killed by beartrap will hang around a looong time
tweaked AR recoil
Fixed splat terrain modifier introducing some NaN values to the splatmap in certain cases
Log errors if the heightmap or splatmap contain NaN values when calculating the world checksums
Devlist and legacy terrain debug files.
Added splat modifier placement and anchor placement to TerrainModifierGenerator
Updated radtown_small3 scene (not the prefab yet)
made corpses invulnerable to bullet damage
Fixed base normal not active on legacy terrain shader
Tweaked some normal map settings
Building stone skins meshes/textures/materials/prefabs
made torch light less pink
Fixed barrels respawning until they took over the whole world
Barrels die properly when killed