127,281 Commits over 4,109 Days - 1.29cph!
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)
PVT base pyramid no longer using managed resources and is now uncompressed;
Eliminated PVT base map cpu creation steps; looking to fix out-of-mem crashes
Base terrain PVT shader now also fetches from VT cache; zoom now works again
Undoing changes in ClearFirstFrame (causing black screen)
Updated the grass system
Replaced spawn filter min/max cutoff values with a threshold value
Fixed random sand getting mixed into biome transition
Tightened biome transitions
Compile error fix, might be wrong
Undone compile fix (upgrade to u5b3)
Crash detection, extract + clean up stack trace so grouping works properly in Sentry
Trim newline in stack trace
AILocomotion adjustments in an attempt to fix animals teleporting to origin
Log parser more compatible
Added GrassSpawn.Tapering parameter
Tweaked grass prefab
More impact particle effect shader updates
Time of Day update to 2.2.1 prerelease 1
Added delay to melee attacks
Fixed bolt rifle ironsights being wrong
ViewModel.scene: Viewmodel switching button list
ViewModel.scene: Right click look around, wsad move
ViewModel.scene: Added melee hit button (plays "attack", then plays "attack2" on "Strike" event
ViewModel.scene: Selects animation on viewmodel change in editor
ViewModel.scene: Remembers last open viewmodel
Converted rock, torch, hammer melee viewmodels to new system
Added missing meta files (just folders, nothing serious)
Auto-updated terrain asset files (5.0.0b3)
Added fps.limit X (where X = max fps, default = -1 = no limit)
Rock hit sounds, screenshake
Fixed weapon sounds effects sometimes not playing
Fixed server not saving config files on quit
Doubled some forest densities (performance test, requires server restart)
Reverted spawn debug logs
Tweaked forest distribution (more snowy trees)
More AILocomotion adjustments in another attempt to fix animals teleporting to origin
Added polys to bottom of cork (as it can be seen in shot)
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