127,951 Commits over 4,109 Days - 1.30cph!
Fixed airdrop gibs causing ridable rocket boxes
Changed admin "fast run" to admin "noclip"
Changed back to fullscreen window mode - exclusive mode is so 1998
Changed all remaining terrain normal splats to normalmap import type; changed all to compressed
Added vertex normal toggle to std legacy terrain shader
Removed giant collider from warehouse
Added fallback icon to terrain paint
Added HorizontalAttribute to draw things in the inspector horizontally instead of vertically
Scaled down C4 damage to be in line with the new healths
Fix radiation sounds not playing
Use the correct sound template for the cargo plane loop
Water, river and rock stuff.
Tweaked position of lock on top tier door
Don't update reverb/highpass falloff every frame + additional sound profiling
added particle effects for footsteps/bullet impacts in water. fixed a bug with the blood impact not removing itself
Added BlendTexture class that blends two textures together (replaces BlentLUT)
Added all functionality of AtmosphericBlend to Climate (blending now uses biomes)
Removed AtmosphericBlend and BlendLUT
Added a generic base class for processed textures
Added BlurTexture class (because why not)
Increased min view distance from 50 to 250 to prevent nightvision trickery
Fixed resources spawning on cliffs
Reorganized some decor folders
Twig rooftop polish (with alpha masked hay textures)
Closed meshes wall.corner stone, wood
Added conditional models for wall.low corners
Prefab material ID fixes, cleanup
Refactored splat and biome maps to natively support bit masks in their getters
Refactored the way terrain colors are sampled to support one color per splat per biome
Updated all TestLevel bakes
Atmospheric improvements, scene stuff and file cleanup.
made some improvements to the torch fire f/x; tweaked the deploy on the salvaged axe
Changed fog mode in procedural map
made some improvements to the 3rd person pistol animations.
Improved stone textures readability even more
Conditional meshes fully working for stone and toptier foundation blocks - lots less overdraw :3
Added conditional meshes for metal wall.low and metal foundation blocks
Added end piece conditional mesh to close off wall end (wall.low.metal).
Added end piece conditional mesh to close off wall end (wall.low.wood).
Added end piece conditional mesh to close off wall end (wall.low.stone).
Fixed repeating pattern on stone roof
Fixed a case where wall.low pieces would spawn a corner meshes through T connected walls
Fixed a case where wall pieces would spawn a corner meshes through T connected walls (for all remaining wall pieces)
Added conditional models for wall.low top tier
Skin colour is based on steamid