111,704 Commits over 3,928 Days - 1.18cph!
Reduced the percentage of terrain that is turned into water
Improved terrain edge falloff
Increased lake frequency and amplitude slightly
Changed lake noise type to turbulence
Fixed beach and underwater cliff color looking a bit weird
Converted spanning tree to semi-directed
Added road and bridge segmentation
Added bridge placement backend
Added bridge topology type
Made road placement stop when encountering crossroads
Fixed various small weirdnesses in the road network calculation
Boilerplate for recording bytes sent
Fixing server shutdown NRE
Handle CONNECTION_ATTEMPT_FAILED
Undoing footstep commits (they broke the compile)
Consolidate some footstep stuff that doesn't need to be in two separate classes
Extend footstep raycast range so footsteps trigger more reliably when running downhill
Ensure two footstep sounds won't trigger simultaneously from overlapping animation events
added new horse anims ( gallop / sleeping ); Tweaked a bunch of other anims for the horse
Fix owl & gull ambient stings
Actually remove old footstep sounds for real this time?
Fix missing ambience manager prefab in proc map
merge from main/footsteps
Soften up a few hard footstep sounds a bit
lose some extra velocity on ricochet
Tweaked builder to delete hashtool better
more updates to vm stone hatchet anims & controller
Making sure builder is up to date
projectiles now scale their damage based on velocity
projectile drag working properly
projectile weapon damage balance
Removed Lidgren
Removed Facepunch.dll (all inside instead)
Switched networking to use Raknet
Fixed warnings, compile errors, cleaned up
Kicking, disconnecting, addresses
Removing obsolete network send methods