127,410 Commits over 4,109 Days - 1.29cph!
view model SMG animations
setup the SMG mecanim controller
Faster billboard rendering. Rivers flow down instead of up. Scene stuff.
Goosey has been committing to the wrong branch :S
Rivers and lake are actual water.
Fixed pseudo procedural erosion not being applied properly
Better heightmap distortion
Halving tree count (Speedtrees in Unity aren't speedy at all)
Reducing animal count
Tweak Menu timings - time layers
Disabled checksum disconnect until next month
Removed a bunch of hopefully redundant layers from the footstep detection (fixes footsteps inside players)
Bunch of bugfixes for research table
greyout locked slots
Fixed drag and drop out of inventory
Fixed accidentally dropping items in the lines between the slots in inventory
drop tables for research table
fixed the horse LOD
tweaked some animations on the horse
re-added merge stuff
finalized first pass of research table
giddyup - merged research table into main
beancan grenade first pass
beancan grenade first pass
fixed compile errors with grenade
grenade polish
reduced extra-long delay chance
Fixed some clutter issues
Disabled clutter rocks for now since they appear extremely floaty with the new per-pixel terrain displacement
If too many spawnables on load, delete a bunch of them
Fixed invisible feet shadows
Fixed twitchy shadows when dead/wounded/asleep
nerfed arrow projectile velocity
Removed debug info about texture creation
First pass at terrain-approrpiate animal footsteps
Fix missing AudioClip references on wolf SoundDefinitions
Prevent certain important sounds from being stopped early by SoundVoiceLimiter
Unparent sounds from effects on destroy instead of only when recycle is called
Tweak first person wounded sound
Pay attention to map size when in EnforceLimits
Baked HapisIsland water map (ignore this in your next merge Petur)
Forgot river physics material (for footsteps)
Map - hide paintbox until cursor unlocked
Fixed NRE in AnimalSkin (horse had no renderers set)
Fixed horse having no collision
Fixed ironsight zooms being fov dependant