129,258 Commits over 4,140 Days - 1.30cph!
Added DontBecomeSolidWithPlayerInside
Fixed exception when loading old save
Updated quality settings (LOD bias now [1.0, 0.5] with linear falloff from best to worst)
Minor terrain generator cleanup + comments to stop the stupid future me from screwing it up
Made lock code spawnable with existing items (temporary)
Updated scene2prefab, phrases
Temporarily disabling EAC for osx/linux (until EAC for osx/linux works properly)
Completely disabled PVT to fall back to the texture atlas terrain shader
re-added player gestures to mechanim & deleted unrequired params
removed mechanim flinch transitions
re-added drink to mechanim gestures layer
Removed some legacy code from the terrain generator
Made splats set by terrain modifiers have chamfered corners
Fixed atlas shader texture popping bug on nv650M/windows
Updated custom standard/universal shaders to latest universal core cginc
Updating pvt shader to standard/universal
added a more natural idle animation for the melee
added a "Gesture_fullBody" to the mecanim
Fix being able to no-collide with walls by hitting them with the hammer :S
made some tweaks to the 1st person spear animations
Backing up a truckload of tree files.
Potential NRE in effect sending
Fixed missing terrain textures
Added "Tools/Update/View Model Prefabs" to disable shadow casting on view models
Disabled shadow casting on all current view models
Removing because doesn't exist?
Fixed railing creation physics push glitch
Consolidated some common errors
Error reporter reports current level name
Fixed NRE in model.trigger
Error logging now ignores errors from Oxide
Fixed NRE in Effect.Init
Wolves and bears now made of flesh instead of stone.
More files being backed up for the upcoming forest overhaul.
OmniSharp-induced code cleanup (even found one bug, yay!)
Server always loads by default unless -skipload is on command line
Reversed earlier change to Lidgren
Fixed not loading entity parents from saves (fixes missing locks on load)
Should fix EAC errors when more than 256 players on a server
Unduck if pressing jump while ducked
Updated SSAO
Enabled 2x downsampling on SSAO
Slightly increased SSAO intensity
Building system revamp checkin
improved rock player idle
Added separate skew, twist and inset to the grass system (needs tweaking, backup commit)
Building component level transitions
Backing up before I wreck shit.
Raised floors/foundations 5cm
New block socket
Made it so sockets can be set as rotatable
updated player weapon idles ( rock / pickaxe / bow / rifle / pistol / spear )