127,268 Commits over 4,109 Days - 1.29cph!
Tweaking so out of memory errors get bucketed the same
Fixed NRE in PlayerInput.ClientTick
Re-enabled water reflection (perf test)
Wolf now uses mesh collision
Fixed crash in mesh collider (unity5 - non convex mesh colliders must have kinematic rigidbody)
Time of Day update to 2.1.2 prerelease 1
Made all scenes use tricolor ambient light
Fixed NRE on server with clothes swapping
Changed linux server not to ship steamclient.so
fixed vm_rock missing event errors
More profiling when sending snapshots
Sky dome ambient color tweaks
Fixed beaches 3 tree billboards
Made SpawnHandler resolution configurable (1024x1024 for now)
Fixed construction guide shader
Fixed player sticking head through ceiling
Fixed not unducking
Fixed player collider sometimes being sidewards
Fixed door falling off (!)
Removed rigidbodies from a bunch of static-y stuff
Disabled network sleeping (perf test)
Removed more rigidbodies
Ores now properly dispense metal/sulfur ore
Fixed specular highlight on water
These trees had two colliders
Removed rigidbodies from more prefabs
Improved grass visuals when viewed directly from above (i.e. looking straight down)
Improved grass patch border transition
Clothes material fixes
Made camera clear only depth (fixes leaf outline bug in u5)
Made time curve harsher - night doesn't last as long
Added ClearFirstFrame to main camera (fixes depth-only clear flag issues on some HW/SW)
PVT fixes for Unity 5 support
Wider hardware support using ARGB32 fallback for tables
Tweaking to avoid crazy shadow flickering
the player + torch animations all done.
Material tweaks
PlayerModel scene render settings
Removed redundant rigidbody warning
Disabled voice chat playback (crashing in u5 in SetData)
Changed ores to use standard shader
This should fix having to hit doors to get lock status to change
Fixed errors with input state being null on disconnect
SkinnedMeshCollider triangle array errors
Fixed HTML manager spawning twice
Changed HTML to 'OnDemand' mode
Removed player rigidbodies serverside
Fixed Radiation sphere trigger math
Added vis.triggers convar
Removed duplicate LOD group from cactus 5
Skinned colliders can no longer be convex
Fixed potential headshots creating an error
Fixed a bunch of compile warnings
Re-organised prefab folder
Everything that autospawns should now be in the autospawn folder
protocol++
Added safe error handling when a grass patch uses too many vertices
Changed ambient occlusion image effect order
Time of Day update to 2.1.2 prerelease 2
Disabled fog in horizon clouds
Updated sky prefab (smaller clouds, slower wind speed)
FIxed player skin being shiny as balls at night
Mesh colliders for animals
Fixed animal pink skins
crouchwalk and jogging animations for the player holding The Rock. Can you smell what Dwayne Johnson is cooking?
Swapped UI rendering back to how it was, this new way kills frame rate
Fixed situations where the grass patch mesh could reach the per-mesh vertex count limit
Fixed all decor not spawning
Fixed remaining PVT issues on OSX/GL; port to u5 is complete
Updated PVT terrain shader to match recent changes to fallback
Fixed amplify motion shader errors
Removed unused AM shaders for now
Scaled back on pagesPerFrame
Fixed player model not playing walk animations (NaN mechanim shit)
Tweaked camera, sky
Added ProceduralSmall map
Animals now spawn everywhere (instead of just forests)
jog and running animations done for the player holding rock
Added latitude-based atmospheric blend component; only does color LUTs atm
Preparing amplify color for 2-way latitude+day-night blend