127,186 Commits over 4,109 Days - 1.29cph!
repair bench pivot fix, I hope.
lowered thompson rate of fire a bit
Added optional screen space based water, enabled by default; reduces precision requirements; fix for issue #29
Explosions raycast so you can take cover from them now
+ c4 won't destroy all the boxes in someones house when placed on the outside
3 new heads fbx's, prefabs + materials
Reverting screenspace water
bunch of world models for salv. axe/ hunting bow/ eoka pistol / thompson / and more..
Changed the burlap headwrap to use the standard shader. Also fixed some shading errors on the model
imporoved the bandage other animation so it's longer and matches the bandage self anim.
tweaked the blending for the salvaged axe animation.
Network proto++
Added horse animal
Lowering sign resolution (crash test)
Fixed pillar render distance #118
shaderlod now targets only specific shaders
Speedtree perf lockdown
- Automatically try to set the tree LODs (unification)
- Make sure all Speedtrees are labelled Speedtree
- Disable Smooth LOD transitions (perf test)
- Set Alpha Cutoff properly
- Switch shader to defaults (invert this when we're ready)
- Limit billboard texture size to 1024, disable mipmapping
- Force tree networking global (fixes pop in on some trees)
- Force tree layer to Trees
- Inverted TreeMesh placeholder behaviour
Missing horse corpse prefab
Added missing SpeedTreeImport script
Sign text is now single line only (Unity hates dynamic content http://goo.gl/ZofrPD)
Gib files for some of the placeable objects/loot objects.
Fixed potential compilation error in Standard-Specular shader
Second attempt at screen-space water; now working on builds
implemented dan's gibs for furnace, large storage, small storage,
bean can grenade fbx + lods + prefabs + textures + materials
Fixed changing water mesh parent during OnEnable
Removed water debug messages
Loading screen music facility
Fixed tree placeholders
Changed how snapshots are sent (for more reliable loading order)
NetworkProtocol++
Horse ragdoll
Stop ragdolls kneeling up on spawn
Spawnhandler doesn't require TerrainGenerator (init'd in Bootstrap)
Components on TerrainMeta adds more components that are probably required
Added non procedural test map (CraggyIsland) (this isn't the one petur is working on, it's a small dev test map)
Added map to build settings :x
Implemented Tom's 3 new head meshes
First pass at wolf sounds
fixed the missing normal map on the viewmodel arms.
Fixed out of order errors
Handle missing map properly on client
Handle maps without terrain properly
Speedtree buildserver crashes (!)
Added water level awareness to screen-space water; fix issue #123
Possible fix NRE in DoClientConnected
Can remove sleeping bags from death screen
Moved MixerSnapshotManager to client instead of Camera (so it works when not in game)
Fixed player.IsDucked not working for other players/server
Fixed player.IsSprinting not working for other players/server
Fixed grade materials not being always being applied properly
Fixed compile error
Fixed BuildingTest save not loading