30,724 Commits over 3,867 Days - 0.33cph!
Added missing meta files (just folders, nothing serious)
Added delay to melee attacks
Fixed bolt rifle ironsights being wrong
ViewModel.scene: Viewmodel switching button list
ViewModel.scene: Right click look around, wsad move
ViewModel.scene: Added melee hit button (plays "attack", then plays "attack2" on "Strike" event
ViewModel.scene: Selects animation on viewmodel change in editor
ViewModel.scene: Remembers last open viewmodel
Converted rock, torch, hammer melee viewmodels to new system
Time of Day update to 2.2.1 prerelease 1
More impact particle effect shader updates
Added GrassSpawn.Tapering parameter
Tweaked grass prefab
Log parser more compatible
AILocomotion adjustments in an attempt to fix animals teleporting to origin
Trim newline in stack trace
Crash detection, extract + clean up stack trace so grouping works properly in Sentry
Undone compile fix (upgrade to u5b3)
Compile error fix, might be wrong
Fixed random sand getting mixed into biome transition
Tightened biome transitions
Updated the grass system
Replaced spawn filter min/max cutoff values with a threshold value
Undoing changes in ClearFirstFrame (causing black screen)
PVT base pyramid no longer using managed resources and is now uncompressed;
Eliminated PVT base map cpu creation steps; looking to fix out-of-mem crashes
Base terrain PVT shader now also fetches from VT cache; zoom now works again
Tweaked biome distribution (more snow, less tundra)
salvaged hammer rigged up
Made ClearFirstFrame always execute in edit mode if not playing
finished the last of the salvaged_axe view model animations
Slightly improved splat mapping
Fixed colormap calculation sometimes being off by one relative to the splatmap
Door can now be locked open (probably won't ever want to do this)
Lock costs less to craft
Can now duplicate a key without a lock
Doors have visible lock when a lock is attached (placeholder)
Fixed projectile script being ifdef'd out
Refactored CrosshairInfo to GameMenu
Added tools/Find Prefab Errors - finds missing components on prefabs
Added bota bag vm anims, including anim controller, materials, folders & prefab
Made grass sample the interpolated color from the terrain color map (fixes blocky appearance of some patches)
Log resource/animal respawns - (trying to isolate the problem)
Fixed a couple of warnings
Weapon animations no longer use triggers - this prevents small delays on firing etc
Changed states in the weapon animations (state must be named attack, attack2, reload etc)
Wooden Door Key costs 50 wood (down from 200)
Hammer now has a holdtype
Added icebergs to the procedural system
Fixed moderators/owners not being properly marked
Crash reporter - scan for crash folders, report crashes from them
Crash reporter: clean up reported logs
holster / attack / idle animations for the salvaged axe
Attempt to detect and report crashes in previous runs
Removed AI obstacle prefab preprocessor
Made fog update every frame
Updated sky prefab and procedural scene
Time of Day update to 2.2.0
Fixed sky prefab sun brightness being 2000 (wut)
Added option to compile debug 64bit windows client
Fixed grass patch position being off by up to half a world unit (was invisible since the gap was filled by dithering anyhow)
Item module "Container" can now have default items
Camp fire now created with wood inside
Added Tools/Update Effects Prefabs to verify that the fx prefabs are valid
Fixed fx prefabs without recyclers, with disabled recyclers
Build a 64bit windows version, for 64bit windows
Updated EAC launcher/server to latest version
Added Steam installscript for EAC
Removed extraneous bones from the snow jacket, hazmat jacket, helmet, and gloves, and from the basic tshirt