243,682 Commits over 3,898 Days - 2.60cph!
Changed spawn handler to have a density (# per km^2) rather than a fixed number per population
Changed description and re-added all other games to EditorBuildSettings.
Re-added cursor capturing on click.
Audio now fades in upon start.
Pause menu now functions correctly, and added some basic particle effects.
Fixed terrain quality not being applied on initial scene load (Performance++)
Print confirmation when RCon is started
Fixed forest 4 tree 4 enjoying himself some post billboard fade invisible time
Properly fixed the night texture (don't modify stuff in Third Party, use the duplicate material so that we can update without worrying)
Some tweaks to collisions and started work on a trail.
Fixed the terrible night stars.
finished the crouch/jog/run animations for the player holding a bow
One final sound effect tweak.
Some sound effect tweaks.
skinning updates to the player naked torso / head
Fixed seekers not reflecting the sun correctly.
chnages to holdtype anims
changes to pickaxe world model. Added quick hammer world model.
Fixed some issues with collisions.
Added dymanic znear
Turn construct vision off when not holding a planner
Hide debug building skin squares
Seekers now bounce off the player realistically.
Particle Dictionary - cache prefab names (speed)
Bolt rifle material rename and tweaks. No longer uses skin shader.
Added foundation conditions
Added rigidbody to socket_handle
Foundation first draft, fixed wall collisions set to trigger.
Improved sounds and added some ambient music.
fixed hole in neck player mesh issue
Disabled PVT by default on Procedural Map, moving to a test scene for now
Fixed Amplify Motion shader compilation errors on d3d11_9x target
Made beartrap, furnace, sleepingbag craftable
Added railing component (low wall)
Minor tweaks to the terrain generator configuration
Enabled procedural virtual texturing in TestLevel_PVT (fully enabled) and Procedural Map (toggle in terraingen) scenes
Added end caps to wall, window, door components
Merged procedural virtual texturing
Preparing test level materials for merge into main
Voice recording HUD notification
Fixed voice playback not always working
Finished adding placeholder sounds.
Wolf corpse now gives animal fat
Simplified conditional models system
Added conditional edges for window, door
Moved water fog volume to the water layer
Moved clouds and auroras to the sky layer