127,157 Commits over 4,109 Days - 1.29cph!
changes to hold type anims & world meshes for correct weapon placement
World model attachment bone now defined by the weapon itself
reset positions of all world model weapon prefabs
Changed terrain minimum pixel error to 5
Nuekd some random FBX and building materials. Updated new log building pieces.
re-export torch world model & edited bow prefab
Killed a couple of ugly ferns, and committed some shrub wips so I don't lose them again!
Added 3x3 shack and front corridor walls
Shrub textures and a little cleanup.
Fixed bad translucency on forest 4's.
Building part skin sets now work
Added first draft floor, window and stairs for the log building set.
made some changes to the player animation state machine; added prone/crawling animations.
More light tree and shrub files
player animations for attack / deploy / reload while holding a rifle.
changed the player animation state machine so each of the weapons have their own overlay sub state.
Window piece was mistakenly overwritten, commited new prefab
Procedural map fully supported and running procedural virtual texturing
Added a dev layer toggle console commands
Ensured that all decor objects are on the world layer
Moved clouds and auroras to the sky layer
Moved water fog volume to the water layer
Simplified conditional models system
Added conditional edges for window, door
Wolf corpse now gives animal fat
Voice recording HUD notification
Fixed voice playback not always working
Preparing test level materials for merge into main
Merged procedural virtual texturing
Added end caps to wall, window, door components
Enabled procedural virtual texturing in TestLevel_PVT (fully enabled) and Procedural Map (toggle in terraingen) scenes
Minor tweaks to the terrain generator configuration
Made beartrap, furnace, sleepingbag craftable
Added railing component (low wall)
Disabled PVT by default on Procedural Map, moving to a test scene for now
Fixed Amplify Motion shader compilation errors on d3d11_9x target
fixed hole in neck player mesh issue
Foundation first draft, fixed wall collisions set to trigger.
Added rigidbody to socket_handle
Added foundation conditions
Bolt rifle material rename and tweaks. No longer uses skin shader.
Particle Dictionary - cache prefab names (speed)
Added dymanic znear
Turn construct vision off when not holding a planner
Hide debug building skin squares
changes to pickaxe world model. Added quick hammer world model.
finished the crouch/jog/run animations for the player holding a bow