33,188 Commits over 4,109 Days - 0.34cph!
Fixed terrain overlay value normalization
Fixed weapon worldmodels floating 30 feet in front of player
Bow can now fire arrows (wip)
Fixed GameTrace sometimes returning too early
Can pick up dropped world items again
Added overlay support to the terrain shaders
Update terrain generator test scene
improved several of the wolf animations; finished adding all the sound fx for the wolf
Added LUT blending
Reordered camera image effects in an order that seems to make the most sense
Fixed schoolboy error (got client and server the wrong way around)
Refactoring
Unified network position lerping, less shitty
Fixed terrain overlay texture index calculations being slightly off
Fixed infinite loop in FormatMemory
Added gc.collect
objects command now shows memory usage
Keep the console at native res
Breaking Transform Monitoring into buckets
Now using Engine.IsDedicatedSever instead of .batchmode
Tweaked the sky, and fixed a campfire material.
Added build version in DS title
More specific profiling on TransformChangeMonitor
Attempt to keep the dedicated server from loading any terrain textures
Fixed NRE when user disconnects during auth
Applied Petur's sky tweaks to prefab (so that it's applied in all scenes)
Set overlay textures in procedural scene
Added overlay refresh to TerrainMeta
Removed Tick
Fixed fire gobbling too much wood
Fixed assert in Item.RemoveFromWorld()
Attempt at fixing motion blur resize issues
Added server perf.csv spitting to server
Added LZ4 compression lib + wrapper
Added kickall
Server Perf logging fixes
Added textures command (lists textures)
Cleaned up GameManager slightly
First stab at stripping components on the DS
Made decor spawn system abide per-prefab spawn probabilities
Increased probability for small stones in forests
Fixed LUT blending bugging around if a time sync from the server sets back the local time
stag rig; stag running animation
Minor fixes and adjustments
Fixed moon being kinda blue
Tweaked LUT blending times
Made items not be ScriptableObjects
ItemID's are now uint (was int)