30,783 Commits over 3,867 Days - 0.33cph!
Added a bunch of exploit testing rocks to CraggyIsland
Moving a bunch of thirdparty stuff into Standard Assets to speed up editor recompiles
Deleted unused stuff
Added sphere and capsule deploy volume types
Added deploy volumes to water catchers
Added support for multiple deploy volumes on a single object
Deploy volume layers are now specified per-component
Subtracted changeset 9596
Clamped third person player spine bending by lowering the body weight
fixed the 'bug' where the players' spine would bend unnaturally when he looked straight up.
Fix for bad river transition into ocean; doing a smooth fadeout; should hold until I get back
Raised bloom intensity to 0.075 (1/2 the original) good tradeoff for now; thinking of area light spec to solve energy probs
spears range increased
spears attack radius (margin of error) decreased significantly
spears attack repeat delay increased
improved the spear attack animations
player now holds building plans when he's in construction mode (instead of holding a 2x4 like it's a gun)
serverside melee distance check maxrange reduced
oil & hqmetal are less common
oil is much more common in the desert
hq metal is more common in the arctic/tundra with a very small chance of spawning in temperate
Brought back proper wetness reflection on the terrain
Added tweakable range to natural bloom
Updated camera prefab: moved natural bloom to after eye adaptation, reduced bloom by 1/3 otherwise we cant have proper PBR, as any mirror-like surf will fire up the bloom too much; either this or we go non-PBR
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Added World.Procedural boolean (cc Helk)
Added working fade and transparent support to Rust/Standadrd shaders; all except terrain-based
Updated skin shader gui; temporary, entire shader will get a revamp next month
Fixed some script warnings
being downed twice in 60 seconds results in death instead of another wounding phase
Interaction point is always at the center of the screen, even when moving your head
Added leather resource (unused for now)
Fixed material of the torch world model
Fixed a situation that could corrupt the deploy state of held entities on the local player
lowered oil refinery drop rates
lowered crossbow drop rates
stuck explosives fall off their parent when destroyed
deployDelay added to weapons
Fixed "total recall" eyes on ragdolls
Log warning if holstered viewmodel is holstered again
Log warning if held entity cannot be found in inventory
Invalidate player network cache on inventory change
Stonewall
Building Gallery
Player Gallery
SocketHandle for wall placement
more shitting bridge LODS.
Highwall Wood implementation
Added extra layer to cloth shader using mask alpha
Highpassed regular jacket
Bridge Lods, texture tweaks and AssetGallery update.
Defer player position updates by one frame instead of every tick received
Replacing IsInvoking usage because it's slow
bridge mesh tweaks and AssetGallery update.
compound walls art work, incl. lods, gibs, collisions
Renamed water reflections to water quality in F2 menu
Made clientside HoldType handling less hacky, hopefully more robust