32,095 Commits over 4,018 Days - 0.33cph!
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
Switched noise generation to managed backend (debugging)
Missing changes from ak74u first pass
Adjust waterpipe shotgun attack volume
Modified melee ranges to be shorter (and spear to be slightly longer)
Increased melee cone for spears again, decreased melee cone for rocks
fixed key lock status not showing
key lock is default blueprint
Fixed errors in PlayerModel scene
First pass at ak74u sounds
fixed player not moving his feet when taking really quick short steps.
Disabled world checksum kick, logging instead
RustBuilder - log exitcode with log file extract
Always log checksum if in-editor
Made procedural generation modular so that each part can be used standalone
Forced GameManager prefab lists to be sorted by name for cross-compile consistency