127,432 Commits over 4,109 Days - 1.29cph!
updated bow world model & prefab
moved postion reset scale values on thompson wm
Updated thompson wm prefab
changed player animation holdtype layer naming
Made our custom particle shader implement fog the Unity 5 way
Shotgun now fires multiple projectiles
Accuracy cone for projectile attacks
protocol++
Tree species C,E,F,G's cheaper to animate.
added hold & overlay shotgun layers (using rifle anims for now)
tweaked the rotation of the pickaxe_wm
Backup committing chopped tree files.
If this doesn't fix Google Analytics I'm gonna have give up
Add console log when received respawn options (debug sleeping bag bug)
Tweaked sound compression method
Fixed pickaxe attack distance
Flicking sound assets around, hoping that it will make sounds work again
fixed the 3rd person pickaxe animations so the pickaxe doesnt clip into the player
Fixed the bad billboard render on E2 trees.
Less noticable dithering on tree LOD transitions.
Added chopped/broken variants of all Speedtrees.
Very roughly scaled a tree's wood yield by its size again. Maintained the same average.
Rearranged the tree prefabs to include standing & chopped variants.
Changed how the player sleeper list is maintained - should fix/prevent the wakeup bug
Normalized wood per hit values on the different trees.
Output Coherent Host Dir (debugging osx launch failure)
Turning water reflections off also disables edge blend and refraction
Added vis.hud [true|false] - hide/show hud
Added vis.chat [true|false] - hide/show chat
Added wooden spear
Added stone spear
Added salvaged icepick
Added salvaged hammer
Added salvaged axe
Removed debug arrows from projectile attacks
Patched CoherentUILibrary for u5b7
Added world models for:
wooden spear
stone spear
salvaged icepick
salvaged hammer
salvaged axe
Made ErrorLogger delete error.html files from previous runs
Send ticks to nearby players using p2p
Halved voice playback delay
Melee attack uses a sphere trace test (instead of a ray trace)
Renamed "Nature/Terrain/Bumped Specular BlendMask" to "Nature/Terrain/Bumped Specular Masked" for consistency
Added unity's half-assed Parallax Mapping to "Nature/Terrain/Bumped Specular Masked"
Added toggle to enable/disable Parallax Mapping
Temporarily strange terrain textures in the testlevels.
Un-breaking the testlevel terrains, and some rock/terrain consistency tweaks.
Experimenting with Block editor tool
Tree fixes. Removed network sleep and rooted some other nodes.
Fixed a tree billboard colour pop.
Fixed NRE in AtmosphericBlend
Optimized chopped tree billboard sizes.