33,905 Commits over 4,171 Days - 0.34cph!
Applied adjustments to the spawn handler object in the procedural map scene to the spawn handler prefab
Converted TerrainTreeBatch to the new fast getter and setter in b20
Made clientside tree placeholders move when their owner entity is moved (fixes trees at origin, invisible trees)
Forced alphabetical order when spawning decor types
Protocol++ (network + save)
Fixed terrain atlas set not saving slots
Fixed terrain atlas generator not forcing read/write texture import settings
Updated ProfileProceduralMap
Made noise library use native implementation if possible, otherwise use managed fallback
More detailed checksum mismatch logging
Re-enabled threading in-editor
Fixed new issue of not being able to hit objects with torch when lit
Mixing terrain splat normals with base terrain normals for more pronounced and detailed hill lighting
Changed torch animator so both lit & unlit states work on one layer
Updated torch vm anims, changes to anim controller
Fix lit torch attack not playing strike effect
First version of custom environment Standard shader with CryEngine-style "Blend Layer" support
Fixed the riduclous amounts of shininess on the chickens. They no longer look like they came out of a Lady Gaga video.
Fixed a bug where new animals would immediately starve to death.
adjusted some preventBuilding radiuses
updated sleepingbag model
Updated mid-level jacket to work better with underlying layers
Added long-sleeved t shirt model, textures, and prefabs
Made a better generic rust texture for blend layers
StandardBlendMaskShader: added separate UV transform for blend-mask/height map
Protocol++ (network + save)
Furnace more expensive, torch default item, removed leftover common blueprints from loot tables
Added verification (+ fallback) of the set terrain resolution to the terrain generator
Fiddled in the new sand texture because the old one is killing me
RemoteLog.IsReady not longer crashes without a RemoteLog singleton.
Temporarily disabled distance from center and elevation data in NPCSurvey.
Giant satellite polish - near final visuals
Giant satellite generic door texture
improved the 3rd person running w/ rifle animations. They look much more natural now.
Fixed Windows build being completely fucked
Protocol++ (network + save)
Merge from radtown-prefabs
Protocol++ (network + save)
Updated dirt coloring under decor rocks
Applied new dirt coloring to cave prefab
checking in shotgun with material and textures
Ops, increased AISense distance interval a bit.
Reduced AIHandler time out.
added an animations for the player bandaging his arm (1st and 3rd person)
Improved native noise failure detection
Added safemode argument (boolean)
Added more details to the managed noise fallback exception
Removed unsafe keyword from noise fallback