31,171 Commits over 3,928 Days - 0.33cph!
fixed some errors on the bandage animations.
Adding all the textures for the corrugated building skin
Simplified player belt code
Aded fail safe to viewmodel holstering
added missing recoil to shotguns (whoops)
properly implemented projectile drag coefficent
Cleaning/Refectoring
Network protocol++
Forgot terrainBindShaderProps execute in edit mode
Gibs for the tier1 wall block
Removed terrainPaint from testlevel terrain; added temporary script to bind necessary shader properties instead (both edit & runtime)
Cleaned up legacy terrain shader from terrainPaint specific stuff; keeping important changes on the legacy-terrain branch for now
Minor patch to TerrainSplatMap so it doesn't blow up with zero splats
Tweaked how rich text is sanitised from chat
Decoupled camera angles from viewmodel angles
Fixed chat not hiding when switched off in F2 menu
Fixed server compile error
Fixed icons staying on screen if starting to drag while already dragging (using alt mouse buttons)
Disabled chat debug spammer :0
Removed shadow/outline from chat to fix perf issues
ore armor
shotgun pellet drag
Fixed inventory perf issue (especially apparent when firing a weapon)
Pressed a bunch of buttons on TestLevel until it stopped making Terrain errors
fixed bug with shotgun holster animation playing by default.
Fixed scrollwheel stopping at broken items or non holdable items (food)
pump shotgun fire delay matches pump speed
made sure all of the weapons had the "dryfire" state
shotgun controller tweaks
only send condition when full integer changes
added projectile thickness for arrows & pellets
unrepairable items that break are now destroyed
fixed a few crashes
added pump shotgun
save protocol++ (condition system)
Checking in missed textures for the longsleeve tshirt
Renamed some functions, guns now lose condition when fired
Holding Alt looks behind you
Fixed spawn filter of clutter flowers
Fixed lighthouses spawning underwater
Added speaker settings to F2 (but Unity doesn't let you switch speaker modes at runtime yet, so they're hidden)
Merged modular procedural generation from main/roads
Protocol++ (network + save)
Added building privilege notices
Changed holdtypes to better match salvaged axe / icepick weapons
Fixed jackets having empty skinned mesh renderers
Updated PlayerModel scene's Terrain game object
Added loot panels
Fixed not being able to loot player's clothes
Network protocol++
Revised to previous Salvaged axe vm Idle as it has been overwritten
Effects can be broadcasted to everyone on the server (for things like loud explosions)
Fixed infinite loop crash
Can only sprint forwards
Can't melee attack when sprinting
Missing start position randomization