199,233 Commits over 4,140 Days - 2.01cph!
Spawn with rock skinned to previously chosen skin
got rid of vertex pro bs components, re-baked some meshes to assets
levels airfield, powerplant and harbors
Added dropitems server convar
refactoring squad editor into states
Double Barrel Shotgun is skinnable
Fixed skinnables with multiple materials not editing properly
Building parts occlusion meshes
Satchel charge skinnable
Fixed workshop editor skipping some mesh downloads
more squad editor refactoring so I can add cool shit
removed some shader forge shaders
Military Tunnels overgrowth dressing
Icon positions for new skinnables
added playerseed <int> editor command
rotated pivot point on the tuna can
more squad editor work, eventarg classes moved
zeroed out all rotations on tuna can wall light
optimized lowest LOD on tuna can
network++
fixed NRE in FixStacks
Added texture readback support for R32F formats
Fixed/improved OpenGL and D3D9 texture readback paths
Attempt to fix windows compilation
rebalanced scale of wall light effects
wall light wax fake subsurface scattering toggles with light
lanterns/ceilinglights/walllights can only be accessed if building privileged
most ammo stacks to 128 now (rifle/pistol)
bone armor cost reduced
deer mask cost reduced
Warehouse overgrowth dressing
Added AI respawn support. Some other small fixes.
Canyon overgrowth dressing
WIP object to requirements mapping for buildings in game
BuildingEditor cleanup
compile fix
can place lanterns on small boxes
arrow trails no longer bright white at night
added wip heightmap test elements to max and city_scene_2
Fixed opengl/glcore
Updated binaries
Working on spawning and moving in actual cities. Unified network level size with tile map size.
More building system improvements
Updated to Unity 5.6 beta
new 3rd person animations for rpg / rock / pickaxe holdtypes
tweaked position of some 3rd person weapon models so they sit in the hand better