33,480 Commits over 4,140 Days - 0.34cph!
Data files for 2 more Speedtree forest types.
Field trees are now speedtree.
Removed old field trees from the spawn list.
Added wind to ProcmapSmall.
Fixed the blurry rock 13_snow.
Made the wood yield from a tree proportional to its size.
Updated the rock inventory icon. That's great. This game will be good now.
attack animations for the salvaged ice_pick
Improved the snow blending.
Made OSX plugin bundles only get distributed with OSX builds
tweaked several of the effects for a bunch of weapons; fixed exposed polygons for some of the pipe_shotgun animations.
added muzzleflash effects to the eoka / revolver / pipe shotgun
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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
Fixed the desert grass tone
Forest 5 spawning again. Pretty crappy at the moment, but not for long.
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)
Slight adjustments on forest 5 and 6.
Updating native libraries (should fix linux issues)
Fixed craft cancel refund dupe exploit/bug
Fixed not being able to walk up stairs (made collider convex)
Don't report each attack (performance)
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
Fixed all compile warnings (apart from inconsistent newline bullshit)
Fixed hammer hitting slow
Fixed sleeping bag owner id not surviving a load
Fixed stone hatchet having broken holdtype
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 being able to build on unbuilt triangular frames
Fixed walls/railings placed on triangles facing inwards instead of outwards
Added temp stone hatchet world model ( No lods as new stone hatchet is currently being modelled)
Edited stone hatchet wm prefab
updated vm bota bag prefab
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
Added case insensitive String.Compare extension method
Did Tools -> Update Prefab Names
Eoka pistol now working in 3rd person
Reduced footstep sound volume
Reduced door close/open sound volume
Restored campfire sound
remaining icepick animations; sound files for the icepick
tweaked the 3rd person melee attack animation (the speed should match the vm_ and it also is aimed more towards the center now )
fixed a small bug on the player anim controller
Don't unparent sleepers from cargo ship
fixed some clipping for some of the vm_ models
adjusted the positioning on some vm_ prefabs to fix some clipping issues
Tweaked quality settings
Tweaked LODs on player models
Updated eoka & revolver wm prefabs
SkinnedMultiMesh now creates a shared LODGroup
Added LOD slider to PlayerModel scene