127,945 Commits over 4,109 Days - 1.30cph!
Fixed ricochets not showing up for other clients!
Added ricochet effect
stone pickaxe behaves more like the stone hatchet (but for ore)
Can place foundation stairs upwards + downwards more predictably
Made roofs more predictable to place
Create SoundDefinitions from existing Sounds
Disabled roadside trees (until the roadside topology fix can be merged to main)
Subtracted changeset 6468
Perf is better without dynamic batching enabled
Properly separated ocean and lake topologies
Fixed players sometimes spawning next to lakes
Fixed lighthouses sometimes spawning on lakes
Fixed lakeside decor sometimes spawning next to ocean
Testing wall blocks with LOD
Various nature stuff part 1
More work on conditional corner meshes, deployed to all walls for stone building skin
Melee tools have punch feedback when hitting 'wrong' nodes
fixed compile error on server (sorry)
Viewmodel arms use player skin colour
Refactored static decor placement (now uses noise octaves instead of shitty blob clustering)
Tweaked lake and island shape
Workaround for "group < 0x7fff" spam on load inside the editor
Temporary fix for players spawning at world origin with some seeds
Conditional mesh work ~~ twig skin
Reduced maximum allowed path slope from 35 degrees to 30 degrees
Textures: Normals for default head (works with fixed torso) and normals for new head.
Composite map for skin shader.
Highpass map.
Materials: Player_skin
Update: Fixed vertex split = new mesh (updating soon)
New mesh = rebake of normals.
Updated uv maps to make better use of wasted space.
Notes: Materials/Textures will not work with old meshes because of the above. Even using old uv's the normals would not work because of the broken normals.
Only generate rivers of a certain length, discard super short ones
Conditional mesh work ~~ wood skin
improved the 3rd person animations for hatchet (idle / jog / run)
Undone tom's invisible player patch
Spectate optionally takes a target string - partial username or steamid
Added map size/seed to server tags
Fixed skin guide being invisible
fix for viewpunch NRE (maybe?)
Fixed save list warnings
Added asserts for multiple spawn calls
Fixed playerattack nre
Duplicate entity in save handling/warning
Increase general terrain friction
Removed "unconnected packet" warning because it worries server host for no reason
Added physics stats to dump
Added cliff prototypes
Added three static decor placement types (white noise, value noise and uniform)
Fixed invisible placement guide
Added graphics.lodbias
Added NearbyEntities to camera
Made conditional models only care about nearby entities (fixes holes in foundations)
Trigger object lists use HashSet instead of List (perf improvements when adding/removing)
Fixed the cause of a metric ton of road network generation weirdness
Only generate roads of a certain length, discard super short ones
Conditional mesh work ~~ armored skin
Reduced minimum distance between two rad towns