33,903 Commits over 4,171 Days - 0.34cph!
merge from main/riversound
prevented player from flinching in his sleep
tone down the view rotation when attacking with melee weapons
New repair bench check in.
Merged decals branch to main
Updated some clothing items for compatibility. Updated some materials in the Shader Test scene.
Added a bunch of materials for the Shader Test scene. Added the clothing shader. Added some missing meat models.
building damage particle giblets ( wood / stone / metal )
Gibs now have physics material setting
UnityAnalytics event with frame timings
replaced fps.graph with perf
setting perf to 2 will show more details
Fixed smoe missing materials
Assigned the collision mesh overrides to foundation, foundation.steps, foundation.triangle to use the custom collision meshes made last week
Hide blueprints when looting
Can drop items by dragging them outside of the inventory
new tracer effect
lowered rate of fire for some weapons
Merge from terrain-improvements
SpeedTreeCleanup: Fixed some special cases
Getting the material from TerrainConfig in TerrainTexturing
Fixed missing terrain material in TestLevel
Fixed some missing references in BuildingTest
optimized the building destruction special f/x
fixed a bunch of errors with the viewmodels missing some animations
setup the gib script so it points to the correct gib special fx
added some code to show the player shuffling his feet when he's turning on the spot (we've finally achived NEXT GEN status !!)
some tweaks to the turn in place animations
Removed override keywords from standard-terrain; so it doesn't upset unity shader compiler
TerrainTexturing now passing TerrainMeta instead of terrain to PVT_Param
Removed deprecated terrain shaders
Added Material Keyword Cleanup tool; will execute in a few hours
Tweaked path texture scale
Shader preloading with ShaderVariants asset (Shader.WarmumAllShaders only preloads the current scene and loaded resources)
Startup crash on OSX debugging
Wait two frames after updating UI in bootstrapping (this is required in the terrain generator, so probably also here)
Suddenly a few more shader variants appeared... okay.
Fixed some tree types spawning indefinitely
Added failsafe for future fuckups of this sort
Fixed the occasional spawn inside rocks
Fixed up PlayerModel scene
Tweaked road terrain adjustments
Tweaked rock topology radii
Increased distance between two cliff meshes by 50%
Protocol++ (network + save)
Prefab auto-updates (some serialized properties were removed it seems)
Update to material keyword cleanup, all set
fixed boneknife crafting time