108,156 Commits over 3,867 Days - 1.17cph!
SkinnedMultiMesh now creates a shared LODGroup
Added LOD slider to PlayerModel scene
Updated eoka & revolver wm prefabs
Tweaked quality settings
Tweaked LODs on player models
adjusted the positioning on some vm_ prefabs to fix some clipping issues
fixed some clipping for some of the vm_ models
fixed a small bug on the player anim controller
tweaked the 3rd person melee attack animation (the speed should match the vm_ and it also is aimed more towards the center now )
remaining icepick animations; sound files for the icepick
Reduced footstep sound volume
Reduced door close/open sound volume
Restored campfire sound
Eoka pistol now working in 3rd person
Added case insensitive String.Compare extension method
Did Tools -> Update Prefab Names
Fixed deploying campfires etc through some building parts
Fixed wooden box guide not functional
Fixed foundation collision sometimes being 10cm high
Added trim to foundation triangle
updated vm bota bag prefab
Edited stone hatchet wm prefab
Added temp stone hatchet world model ( No lods as new stone hatchet is currently being modelled)
Fixed being able to build on unbuilt triangular frames
Fixed walls/railings placed on triangles facing inwards instead of outwards
Added new spawn filter category: topology
Fixed ores and northern field trees spawning on mountain summits
Allowed trees to spawn on mountains, as long as they're not high enough for snow
Re-added rock clutter on dirt
Increased the number of bushes in open fields
Fixed stone hatchet having broken holdtype
Fixed sleeping bag owner id not surviving a load
Fixed hammer hitting slow
Fixed all compile warnings (apart from inconsistent newline bullshit)
Removed some unused shaders
Added script to find unused shaders (which is mostly useless)
Dropping items now uses player eye angles properly
Fixed prefab warning when prefab has caps in name
Don't report each attack (performance)
Fixed not being able to walk up stairs (made collider convex)
Fixed craft cancel refund dupe exploit/bug
Updating native libraries (should fix linux issues)
Slight adjustments on forest 5 and 6.
Updated native plugins
Terrain heightmap feature size scales with inverse of frequency
Terrain heightmap generation now supports per-biome settings (will be useful in the future)
Tweaked biome distributions
Improved biome transitions
Tweaked terrain splatmap
Tweaked forest size and frequency (not final, it just broke with the noise algorithm update and I had to do some adjustments)
Protocol++ (this means servers have to restart - you can stop asking me now)
Forest 5 spawning again. Pretty crappy at the moment, but not for long.
Fixed the desert grass tone
Added ~6x faster native PVT pre-pass rendering path with managed fallback; waiting for native binaries
Added ~5x faster native AmplifyMotion skinned motion calc path with managed fallback; waiting for native binaries
Merged a few bugfixes from Amplify Motion 1.3.0; scaled auto worker threads to half
Added debug overlay properties to PVT_Control; removed related ad-hoc code from runtime
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added muzzleflash effects to the eoka / revolver / pipe shotgun
tweaked several of the effects for a bunch of weapons; fixed exposed polygons for some of the pipe_shotgun animations.
Made OSX plugin bundles only get distributed with OSX builds
Improved the snow blending.
attack animations for the salvaged ice_pick
Updated the rock inventory icon. That's great. This game will be good now.
Made the wood yield from a tree proportional to its size.
Fixed the blurry rock 13_snow.
Added wind to ProcmapSmall.
Removed old field trees from the spawn list.
Field trees are now speedtree.
Data files for 2 more Speedtree forest types.
Fixed jump animation being initiated twice when jumping