128,903 Commits over 4,232 Days - 1.27cph!
    
    
    
        
            
            
            
                
                updated bota bag vm deploy anim + meta data
 
                
                
                
                
                
             
         
        
            
            
            
                
                re-made bota bag vm prefab & transfered scripts ( as everytime something changes on the model it breaks the prefab)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed bug in AIPart (this explains the teleportation)
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Tweaked forest clutter to form nicer clusters
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added ragdoll testing scene
 
                
                
                
                
                
             
         
        
            
            
            
                
                attack / holster animations for the salvaged_hammer
 
                
                
                
                
                
             
         
        
            
            
            
                
                Killed the last walking tree.
 
                
                
                
                
                
             
         
        
            
            
            
                
                Reimported all terrain normal+height maps
 
                
                
                
                
                
             
         
        
            
            
            
                
                Improved the distant texture scaling on terrain. Aka. no more massive ground textures.
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed and consolidated PVT layer masking; not final, pending feedback from artists
Added auto PVT cache reset on cache aware material param change; edit-mode only workflow tool; exposed as PVT_Control.cacheReset
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed atmospheric blend locking inspector values during play mode
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed fog rendering in water reflections; also switched reflections to a faster/simpler replacement shader
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Moved new water reflection shader into a Resources folder; was broke on client build
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added missing overlays to terrain's water reflection
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed legacy and legacy uvmix terrains not having proper water reflections
Fixed missing sky from new water reflections
Added tree rendering to new water reflections; bark and leaves
Added optional oldReflectionPath to PlanarReflection component, for comparison shots against new method
 
                
                
                
                
                
             
         
        
            
            
            
                
                Made grass dithering add more position and color noise in transitional areas
 
                
                
                
                
                
             
         
        
            
            
            
                
                Adding a bunch of primitive meshes - for placeholding, prototyping
 
                
                
                
                
                
             
         
        
            
            
            
                
                Biome tweaks (all trees in the snow biome are now snowy, some nicer transitional noise, requires server restart)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Tweaked spawn handler placement check height offset (may fix trees spawning inside rocks, requires server restart)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added triangle shaped foundation (test) http://files.facepunch.com/garry/2014/September/12/1410522651.jpg
 
                
                
                
                
                
             
         
        
            
            
            
                
                Refactored grass system to support multiple instances thereof
Added support for using different filters for every texture in the atlas to the grass system
Removed some unused code from TerrainMath
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Hatchet, Boneknife, Pickaxe should be functional - even if the animations are kind of odd
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added mesh colliders to hazmat suit parts
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                vm melee hit anim updates
 
                
                
                
                
                
             
         
        
            
            
            
                
                made some tweaks to several of the view model animations to fix some of the clipping on the arms.
 
                
                
                
                
                
             
         
        
            
            
            
                
                special fx events for the salvaged_axe
 
                
                
                
                
                
             
         
        
            
            
            
                
                salvaged axe prefab; tweaked various settings on some other view model prefabs
 
                
                
                
                
                
             
         
        
            
            
            
                
                sound effects for the salvaged_axe;  added some weapon specific hit effects for the hatchet / stone_hatchet / pickaxe
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Biome-specific grass textures for Andre.
 
                
                
                
                
                
             
         
        
            
            
            
                
                nullified the weapon bob when the player is aiming down the sights
 
                
                
                
                
                
             
         
        
            
            
            
                
                mecanim behaviour script that will handle alternate animations to be played for the attack
 
                
                
                
                
                
             
         
        
            
            
            
                
                adjusted attck animations of all view models so it lands in the center of screen. set up the alternate attacks for the boneknife, and salvaged_axe
 
                
                
                
                
                
             
         
        
            
            
            
                
                changed the pickaxe hit sound so it's synched better with the animation
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added per-biome grass textures
Refactored the way SpawnFilter and TerrainMath handle temperature
Tweaked terrain generation (now allows seeds that would lead to collider overflows in Unity 4)
Protocol++
 
                
                
                
                
                
             
         
        
            
            
            
                
                Increased water opacity
Fixed underwater fog always being disabled
 
                
                
                
                
                
             
         
        
            
            
            
                
                OCC (obsessive compulsive commit)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Made SERVER+CLIENT+STEAM default project compile option (I think it always used to be like this?)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Minor spawn handler tweaks
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added graphics.quality X (sets the same parameter the launcher sets, X can be between 0 and 5)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Made grass patch vertex count error log group properly in Sentry
Slightly increased grass tapering distance
 
                
                
                
                
                
             
         
        
            
            
            
                
                updated vm melee weapon anim contact points, reactions,events & controllers
 
                
                
                
                
                
             
         
        
            
            
            
                
                Decreased grass vertex count (performance test)
 
                
                
                
                
                
             
         
        
            
            
            
                
                salvaged hammer is all done; 
 
                
                
                
                
                
             
         
        
            
            
            
                
                prefabs for the salvaged hammer and its various fx
 
                
                
                
                
                
             
         
        
            
            
            
                
                adjusted the attack animation so it hits the center of screen