127,699 Commits over 4,109 Days - 1.29cph!
Allow full range of FOV slider to actually be applied
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
Verify vertex is forward-facing before adding it to the river mesh (fixes more overlap cases)
replaced fps.graph with perf
setting perf to 2 will show more details
Road / bridge analysis improvements
Better lakeside / oceanside / beachside topology generation
Switched road pathfinder to von neumann neighborhood for more road wobbliness
Fixed smoe missing materials
Assigned the collision mesh overrides to foundation, foundation.steps, foundation.triangle to use the custom collision meshes made last week
Increased minimum river length and overall river count
Fixed that discarded rivers would block other rivers
Hide blueprints when looting
Can drop items by dragging them outside of the inventory
Added padding to bridge terrain adjustment
new tracer effect
lowered rate of fire for some weapons
Fixed some dedicated server compilation errors
Protocol++ (network + save)
Merge from terrain-improvements
Simplified ammo system under the hood
Ammo display counter
SpeedTreeCleanup: Fixed some special cases
Getting the material from TerrainConfig in TerrainTexturing
Fixed missing terrain material in TestLevel
Old save compatibility (for BuildingTest)
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 !!)