124,004 Commits over 4,171 Days - 1.24cph!
Dump network packet history on invalid packet error
Moved standard layer code to own include file
Added wetness control to legacy terrain shader
merge from main
generic deployable protection
balanced deployable health/protection - ensured repair bench destroyable
repair bench easier to create, repair bench default blueprint
hide stuff is balanced and default craftable
hide stuff has protection properties again
merge into main - a bunch of damage balance and hide balance changes
Added tangents to river meshes
Oprimized river mesh geometry (less stretched triangles)
Setup river mesh UV coordinates to work with the river shader
balanced food calories and health bonuses
Fixed not being able to drop items
gunpowder default blueprint
key lock takes wood only
keys are crafted instantly
can craft keys without unlocking door (if you have access)
Server performance fix
Cold overlay tone-down
nights are colder
ore cooks faster
Add reverb falloff script
Add high pass filter falloff script
Add gunshot sound template
First pass at distant gunshots
Dynamically adjust sound priority based on distance from the camera (farther voices will be stolen first)
Include AudioReverbFilter decay time in sound length calculation
First pass at distant explosions
Some water shader define renames for the river shader
Merged water changes from main
Updated lit torch vm anims to not obstruct your view so much
Wooden crate 1 and 2, LODs etc.
Allow dump command on client
Network diagnostics
Made everything fruity. Red, white, yellow and violet flower fields -- oh my.
Missing terrain atlas icon.
Various autospawn tweaks.
Reverting a couple of files that should not have changed.
Fixed transmission interfering with unity std shaders
Changed ST shader default transmission values
Precision issues with g-buffer normal encoding; affected terrain as well
Removed unnecessary Camera.main queries from the grass and decor systems
Added cutoff and tapering values to decor system
reapply sound system migration to furnace, campfire, and c4
Update falloffs before playing a Sound
Don't play footstep effects that we can't see/hear
Client optimizations
merge from main/distantsound