110,898 Commits over 3,897 Days - 1.19cph!
Undone branding stomp, select stomp
Added server filters html. Tweaked menu GUI structure and CSS. Added basic option screen tabs.
Death screen placeholder implemented
Fixed viewmodels staying after death
Fixed menu not showing
Updated protocol properly
Refactored menu HTML shit
Player model now starts asleep properly
Increased protocol
Third person offsets now in a variable (for editor, prefab editing)
Sleeping screen implemented
Framework for death + sleeping ui
Updated branding to better suit new version number format
Disabled select/drag on UI (by default)
Fixed loading progress text wrapping
Made grass wind bending depend on grass height
Tweaked grass texture atlas
Show cursor if console is open
Error fixes
Background scene now in a prefab which gets created/destroyed when needed
Error reporting reports current level name
Fixed big white dot overlay
Lets build the osx version with the same case as the old version, so it will launch via steam
Fixed frames not costing anything
Fixed hammer building taking 1 resource item at a time (instead of 25)
Updated items from admin site
Normalized resources
Can repair damaged foundations
Fixed client error when over-building a foundation
Fixed some client errors breaking controls/input
fixed a weird bug with the bone knife animations not playing.
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Updated Amplify Color to latest version
Added full up-to-date Amplify Motion source code
Updated all scenes and prefabs to use the newly open Amplify Motion csharp scripts
Changed all Amplify Motion Effect scripts Quality Steps to 2; double the samples at very little cost
Build debug and release versions of dedicated server
Finished up the basics of the procedural terrain biomes (needs tweaking)
Tweaked procedural terrain material
Made grass sample its color from the terrain colormap
sounds and textures for the new torch particle system
bone knife animations done; added a better particle effect for the torch burn
Asked the dead grass to kindly stop reflecting so much light.
Refactored resource giving. Trees now give 1000 wood.
Quality default to the best
Added high-pass filtered versions of the 6 used splat textures
Adding quick sleeping anim
Ain't nobody puttin materials in ma texture folder
Added new procedural terrain prototype (6 splats, biomes, colormap)
Merged Petur's updated textures
Missing spec on ground textures.
Different building block skins based on damage taken
Added color mapping to singlepass terrain and mesh blend shaders
Moved old terrain textures to backup folder
Added List<>.PickRandom()
Smashing up building blocks now gives you resources