108,467 Commits over 3,867 Days - 1.17cph!
Added a few more shader LOD modes to terrain shader, from 100 to 600; one for each quality mode
Added bicubic filtered splat control samples for highest quality mode
Fixed a few older menu scene materials
Overlay tweaks, foundation conditionals
Building block placement and upgrade costs
Added terrible looking overlay on building low health (removed health bars)
Simplified usage of model conditions
Added condition models for wall/window/doorway corners
Made conditional models work with new build system (wip)
Fixed temp code left in terrain shader
Added 4 levels of dev.shaderlod => 0, 100, 200 and 300 (in prev commit)
Made Tools->Update->Prefabs never fail
Updated prefabs + game manifest
Cleaned up and reorganized terrain shader code; particularly the atlas part
Removed more obsolete terrain shaders
Terrible looking health bars
Properly setup the rustle triggers on all bush prefabs
Changed flower clutter shader to the double-sided foliage one
Made prey animals avoid predator animals
Increased animal run speed
Demolish option
Warnings/Errors when SkinnedMeshCollider has invalid/missing mesh
Fixed AI being disabled in the main procedural scene
Added refresh to the decor and grass component context menus for runtime tweaking
Health Creeper
Strip CommentComponents
Removed InstanceCounted baseclass
Fixed a few skinning issues. Updated the tshirt material to use more than just a diffuse map.
Time of Day update to 2.3.1 prerelease 5
Initial stats balance for building components
Fixed placement guide not working
Converted remaining elements to new system
More building block conversions
Updated Terrain-TestLevel-Nicerblend to use new standard-based terrain shader
Fixed quit not working (stupid find & replace)
Switched all terrain shaders to future proof PBS surface shaders
Removed all intermediate standard/universal custom code and built-in overrides
adjusted the 1st person camera sway motion for a bunch of view weapon attacks
Added dev.shaderlod for future performance experiments
Moved all trees to the tree layer and all decor to the world layer
Made the error handling if Steam is not running a bit more sane in-editor
Made the editor pause if the standalone application quits
Missed some rustle colliders
Tweaked creation order of loaded entities
Don't send group < 0xf777 errors to the html console
Updating tree prefabs with their right prefab names
Protocol++
tone down the melee idle animation so it doesnt look like a 20 year old on ecstasy.. Now he looks like an 80 year old on valium..
added fishing_rod_w prefab.
added 3rd person fishing_rod animations.
Removed the rustle triggers on all of the resource trees (the ones on the decor are fine, but they're still not triggers @petur)
Removed damage indicator that was embedded on the main camera for some reason
Made entity parenting a bit more bulletproof, error throwing
protocol++ (forcing clean servers)
Block grades
Hammer menu
Block flipping
Block upgrading
Seperating skins from blocks
Two sided window/wall, two sided foundation
added loot_crate_B files.
added loot_crate_A files.
Added built-in standard/universal cginc dependencies to avoid surprises in the future
Updated custom standard/universal-based shaders for b12; also works on b11