31,157 Commits over 3,928 Days - 0.33cph!
Improved native noise failure detection
Added safemode argument (boolean)
added an animations for the player bandaging his arm (1st and 3rd person)
Reduced AIHandler time out.
Ops, increased AISense distance interval a bit.
checking in shotgun with material and textures
Applied new dirt coloring to cave prefab
Updated dirt coloring under decor rocks
Protocol++ (network + save)
Merge from radtown-prefabs
Fixed Windows build being completely fucked
Protocol++ (network + save)
improved the 3rd person running w/ rifle animations. They look much more natural now.
Giant satellite generic door texture
Giant satellite polish - near final visuals
Temporarily disabled distance from center and elevation data in NPCSurvey.
RemoteLog.IsReady not longer crashes without a RemoteLog singleton.
Fiddled in the new sand texture because the old one is killing me
Added verification (+ fallback) of the set terrain resolution to the terrain generator
Furnace more expensive, torch default item, removed leftover common blueprints from loot tables
Protocol++ (network + save)
StandardBlendMaskShader: added separate UV transform for blend-mask/height map
Made a better generic rust texture for blend layers
Added long-sleeved t shirt model, textures, and prefabs
Updated mid-level jacket to work better with underlying layers
adjusted some preventBuilding radiuses
updated sleepingbag model
Fixed a bug where new animals would immediately starve to death.
Fixed the riduclous amounts of shininess on the chickens. They no longer look like they came out of a Lady Gaga video.
First version of custom environment Standard shader with CryEngine-style "Blend Layer" support
Fix lit torch attack not playing strike effect
Updated torch vm anims, changes to anim controller
Changed torch animator so both lit & unlit states work on one layer
Mixing terrain splat normals with base terrain normals for more pronounced and detailed hill lighting
Fixed new issue of not being able to hit objects with torch when lit
Re-enabled threading in-editor
More detailed checksum mismatch logging
Made noise library use native implementation if possible, otherwise use managed fallback
Fixed terrain atlas set not saving slots
Fixed terrain atlas generator not forcing read/write texture import settings
Updated ProfileProceduralMap
Forced alphabetical order when spawning decor types
Protocol++ (network + save)
Converted TerrainTreeBatch to the new fast getter and setter in b20
Made clientside tree placeholders move when their owner entity is moved (fixes trees at origin, invisible trees)
Applied adjustments to the spawn handler object in the procedural map scene to the spawn handler prefab
Change torch attack sound when lit