33,510 Commits over 4,140 Days - 0.34cph!
Added rigged snow jacket and tshirt models, materials, and prefabs
Fixed tons of issues with the player movement
Fixed terrain color map alpha not getting refreshed after placing the landmarks
Thompson shubmachine gun viewmodel is all done.
sound effects for the thompson gun
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Start with only rock
Deleted mudpants (no lods, no rig)
Increased max size for tshirt, snow jacket textures
Changed compression stuff on audio (for performance)
Fixed Global Fog being enabled on camera by default (turn on/off when entering/leaving water)
Added terrain.pvt convar to toggle PVT (defaults to true on Windows and false on OS X / Linux)
Fixed forest splat almost never being 0
Fixed AI test scene and some AI obstacle gizmos
Added hit anim for hammer when building
changes to hammer anim controller
Fixed that most rocks were being placed underground
Changed terrain generator and spawn handler resolutions to factors relative to the terrain size
Protocol++
added several impact sounds that can be used for blunt / sharp objects hitting various surfaces ( metal/rock/flesh/etc..)
rigged the "salvaged_axe" weapon and finishd the deploy anim
fixed the location of the fire particle effect on the torch viewmodel.
Removed extraneous bones from the snow jacket, hazmat jacket, helmet, and gloves, and from the basic tshirt
Build a 64bit windows version, for 64bit windows
Updated EAC launcher/server to latest version
Added Steam installscript for EAC
Added Tools/Update Effects Prefabs to verify that the fx prefabs are valid
Fixed fx prefabs without recyclers, with disabled recyclers
Item module "Container" can now have default items
Camp fire now created with wood inside
Fixed grass patch position being off by up to half a world unit (was invisible since the gap was filled by dithering anyhow)
Added option to compile debug 64bit windows client
Fixed sky prefab sun brightness being 2000 (wut)
Time of Day update to 2.2.0
Updated sky prefab and procedural scene
Made fog update every frame
Removed AI obstacle prefab preprocessor
Attempt to detect and report crashes in previous runs
holster / attack / idle animations for the salvaged axe
Crash reporter: clean up reported logs
Crash reporter - scan for crash folders, report crashes from them
Fixed moderators/owners not being properly marked
Added icebergs to the procedural system
Weapon animations no longer use triggers - this prevents small delays on firing etc
Changed states in the weapon animations (state must be named attack, attack2, reload etc)
Wooden Door Key costs 50 wood (down from 200)
Hammer now has a holdtype
Fixed a couple of warnings
Log resource/animal respawns - (trying to isolate the problem)
Made grass sample the interpolated color from the terrain color map (fixes blocky appearance of some patches)
Added bota bag vm anims, including anim controller, materials, folders & prefab
Added tools/Find Prefab Errors - finds missing components on prefabs
Door can now be locked open (probably won't ever want to do this)
Lock costs less to craft
Can now duplicate a key without a lock
Doors have visible lock when a lock is attached (placeholder)
Fixed projectile script being ifdef'd out
Refactored CrosshairInfo to GameMenu
Fixed colormap calculation sometimes being off by one relative to the splatmap
Slightly improved splat mapping
finished the last of the salvaged_axe view model animations
Made ClearFirstFrame always execute in edit mode if not playing
salvaged hammer rigged up
Tweaked biome distribution (more snow, less tundra)