33,904 Commits over 4,171 Days - 0.34cph!
RPG type 3 fbx + prefab + textures + material + LODs
Tweaks menu - timings boilerplate
Goosey has been committing to the wrong branch :S
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)
Fixed drag and drop out of inventory
Fixed accidentally dropping items in the lines between the slots in inventory
fixed the horse LOD
tweaked some animations on the horse
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
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
beancan grenade icon update
Sounds and special fx for the SMG view model
worldmodel for the SMG all done
Updated lootspawn to include map
Updated phrases
Spawnhandler - enforce limits properly - attempt 2
updated wick sparks to be emissive
lowered SMG fov
repositioned viewmodel to be lower
lowered the horse scale a bit
Research Table art, prefab integration with lods/gibs/col
Big and small water tanks, lods, gibs and prefabs.
Adding floor spikes, model, mats, prefab, gibs and collisions
modified the 3rd person SMG animations so the player is holding the gun properly.
added proper icons for beancan & smg
added light to beancan grenade fuse
firearms lose less condition per shot
Changed beancan unpredictability to be more event based than random
70% chance beancan is predictable with a 3.5-4 second fuse
15% chance to explode very shortly after throwing
15% chance for extra long fuse
25% chance for dud
50% chance dud re-ignites when picked up
rpg 4, fbx + prefab + textures + Material + lods
3rd person animations for the SMG ( idle / jogging )