108,308 Commits over 3,867 Days - 1.17cph!
Tweaked some monument terrain anchors and modifiers
Split terrain height and splat extraction for SceneToPrefab scenes into two scripts
Added all monuments back in
Resizing some textures to see if that solves our compile issues
fixed reload times on smg and ar
balanced a few melee weapon gather rates
harvesting corpses should work properly now
revolver attack shake toned down
tone down the muzzle flashes on the ak47/thompson so it's not so blinding.
tone down the revolver attack animation;
Added per-splat UVMIX control; affects only legacy terrain shader, for now
Slightly reduced warp multiplier of swiss noise
Fixed some buggy shorelines
Widened roadside topology (to properly analyze all modified terrain and turn it into cliffs if required)
Fixed SceneToPrefab not removing itself after overriding the prefab
First pass at snow and wood footsteps
bugfix for harvesting corpses
tweaked teh revolver fire animation so it doesnt kick as much while aiming
fixed revolver dryfire anim
added a blend to the dryfire animation so it doesn't snap noticably
less fov on revolver fire
added a 'dryfire' trigger to the firearms
Made ScenesToPrefabs check both the timestamp from editor preferences and the prefab file modify timestamp
Made SceneToPrefab prefab replacement a bit less hacky
Footsteps WIP / Ambience tweaks
env.time will change the time on the server
dryfire no longer interrupts attack animation last played
option for weapons not to aim while cycling (shotgun/bolt)
better timing for reloads on a few weapons
better sound for revolver
Merging reloading into main
network protocol++
Undoing change 5672 by paroxum, which changed the GUID in a bunch of meta files
fixed some missing references (causing invisible viewmodels)
ItemManager uses a dictionary to look up itemdefs
Projectile weapon, inbuilt magazine system
Play the dryfire sound without waiting for attackTime delay
fixed weird spear animations
Fix for player corpse not being harvestable
balance for animal corpse contents
Fixed some snowy forest bushes spawning on non-snow
Unified some painful to maintain duplicate rock prefabs (long overdue)
Widened shore topology to make roads avoid getting extremely close to water if not required (with vertex waves this will make sense anyhow)