127,404 Commits over 4,109 Days - 1.29cph!
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
Moved new water reflection shader into a Resources folder; was broke on client build
Added missing overlays to terrain's water reflection
Fixed legacy and legacy uvmix terrains not having proper water reflections
Fixed missing sky from new water reflections
Added tree rendering to new water reflections; bark and leaves
Added optional oldReflectionPath to PlanarReflection component, for comparison shots against new method
Made grass dithering add more position and color noise in transitional areas
Adding a bunch of primitive meshes - for placeholding, prototyping
Biome tweaks (all trees in the snow biome are now snowy, some nicer transitional noise, requires server restart)
Tweaked spawn handler placement check height offset (may fix trees spawning inside rocks, requires server restart)
Added triangle shaped foundation (test) http://files.facepunch.com/garry/2014/September/12/1410522651.jpg
Refactored grass system to support multiple instances thereof
Added support for using different filters for every texture in the atlas to the grass system
Removed some unused code from TerrainMath
Hatchet, Boneknife, Pickaxe should be functional - even if the animations are kind of odd
Added mesh colliders to hazmat suit parts
vm melee hit anim updates
made some tweaks to several of the view model animations to fix some of the clipping on the arms.
special fx events for the salvaged_axe
salvaged axe prefab; tweaked various settings on some other view model prefabs
sound effects for the salvaged_axe; added some weapon specific hit effects for the hatchet / stone_hatchet / pickaxe
Biome-specific grass textures for Andre.
nullified the weapon bob when the player is aiming down the sights
mecanim behaviour script that will handle alternate animations to be played for the attack
adjusted attck animations of all view models so it lands in the center of screen. set up the alternate attacks for the boneknife, and salvaged_axe
changed the pickaxe hit sound so it's synched better with the animation
Added per-biome grass textures
Refactored the way SpawnFilter and TerrainMath handle temperature
Tweaked terrain generation (now allows seeds that would lead to collider overflows in Unity 4)
Protocol++
Increased water opacity
Fixed underwater fog always being disabled