127,415 Commits over 4,109 Days - 1.29cph!
Mesh LODs in the LOD grid initialize with their correct LOD when spawning
Added server command "blueprintimport" to force importing blueprints from the old system if needed
Fixed chat history not culling proper
viewmodel for the bone club
Fixed infinite loop crash (sorry guys, totally my fuck up, patch coming)
Fixing crash on import casued by FindAssets in OnValidate
Fixed occasional NREs when generating manifest
Converting layers to static defines
Fixed rockets not dying after exploding
Fixed rockets not dying after exploding
Don't lower torch viewmodel right into the line of sight when running while it's lit
user persistance unit test
user persistance unit test
Changing shader load order
user persistance unit test
Forcing a network++ because servers aren't updating and then blaming us for their clients crashing
Tweaking some texture sizes
Fixed blueprints not loading proper
finished the animations and sounds for the bone club viewmodel
Tweaked moon brightness at day and night
Improved hill noise
Added bigger bushes to the arid biome
Added hills and mountains to the arid biome
Improved splat mapping and color tinting in the arid biome
Improved splat mapping in forests
Added colliders to airfield warehouse and metal building
Removed tiny invisible colliders around the big powerline poles
Increased brightness of the stars (lost in tonemapping)
Tweaked moon brightness some more
test fix for ragdoll spazzing
Fixed missing reflections and stars
Generate all possible rivers, then select the longest ones
Ferns no longer suppress bush placement in forests (they should really be spawned with the dynamic decor system anyhow)
Optimized dynamic decor by making the layout of the spawn patches a bit more sane
First pass at stag sounds
Don't play player flinch sounds for now (so we don't have manly grunting females)
worldmodel prefab for the bone club
tweaked some animations for the bone club viewmodel
updating metal plate helmet textures/materials
updated plate armour textures/materials
Forest, hill and lake tweaks
World performance optimizations
Randomize river width along the river path
Increased LOD grid cell size (perf test)
Weather override console commands take floats
Exposed specular color in water material
Made water and terrain wetness specular highlights non-nuclear
fire does more damage
fire slows down
fire has light
fire has different sizes
fixed supply drop dropping too many mining quarries
supply drops drop more survey charges
fire rocket travels the same speed as the basic rocket
Landmine + everything except lods
fixed the positioning on some of the wapons so they sit in the hand better when viewed from 3rd person
made some tweaks to the 3rd person attack anims for pickaxe
Building conditional model placeholders disappear when conditional models spawn
Reverted change 9046 because it's a silly approach (we should switch out floor meshes conditionally instead of creating / destroying objects)
Replaced bloom image effect with a custom fork of it that doesn't blur everything
Always yield one frame after processing one patch in grass and decor spawning
Tweaked amount of water / lakes