128,773 Commits over 4,140 Days - 1.30cph!
Made spanning tree handle multiple passes in a nice way
Added DecorUtil class (methods for easy spawning of decor)
Added powerline placeholders to roadside
Made roads generate cliff topology if required when modifying the terrain around them
Improved edge fadeout of terrain map area modifiers
Pressed a bunch of buttons on TestLevel until it stopped making Terrain errors
Fixed inventory perf issue (especially apparent when firing a weapon)
ore armor
shotgun pellet drag
Removed shadow/outline from chat to fix perf issues
Disabled chat debug spammer :0
Fixed icons staying on screen if starting to drag while already dragging (using alt mouse buttons)
Fixed server compile error
Fixed chat not hiding when switched off in F2 menu
Tweaked how rich text is sanitised from chat
Decoupled camera angles from viewmodel angles
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
Gibs for the tier1 wall block
Forgot terrainBindShaderProps execute in edit mode
Cleaning/Refectoring
Network protocol++
added missing recoil to shotguns (whoops)
properly implemented projectile drag coefficent
added missing recoil to shotguns (whoops)
properly implemented projectile drag coefficent
Simplified player belt code
Aded fail safe to viewmodel holstering
Adding all the textures for the corrugated building skin
fixed some errors on the bandage animations.
Refactoring and optimization
Added ability to override single splats for faster splat tweaking iterations
Looting a corpse will now show the dead player's name
Made EntityRef more Realm friendly
Stripped out all the Realm bullshit (and there was a lot of it)
minor rebalance of condition
melee tools now get damaged faster when hitting the 'wrong type' of resource i.e. axes will break faster hitting ore
melee tools now gather resources faster if it's the 'right type' p.s. may have broken game
merge into main :
minor rebalance of condition
melee tools now get damaged faster when hitting the 'wrong type' of resource i.e. axes will break faster hitting ore
melee tools now gather resources faster if it's the 'right type' p.s. may have broken game
merge into main :
minor rebalance of condition
melee tools now get damaged faster when hitting the 'wrong type' of resource i.e. axes will break faster hitting ore
melee tools now gather resources faster if it's the 'right type' p.s. may have broken game & suck at plastic
Fixed TerrainMap.ApplyFilter flooring the upper bound
Moved coordinate normalization utility methods to TerrainMeta
Exposed bridge height level in TerrainPath
Fixed array index error in AmbienceManager
Fixed terrain texture flicker/artifacts on legacy terrain shader
Improved path cost calculation and path smoothing
Added the appropriate topology modifiers to land rock decorfor paths to avoid them
Fixed bug in normal atlas gen
Made the weapon code more linear
network protocol++
Can repair building blocks with hammer (costs resources)
Fixed UI voice icon getting stuck on screen
Replaced old placeholder path texture with a color adjusted version of the new dirt texture (for now)
Applied updated sand texture smoothness, specularity and height to atlas
Updated player wounded fbx