127,160 Commits over 4,109 Days - 1.29cph!
Fixed NRE in FindClosestBone
Changed how positions are networked
Fixed NRE in PositionLerp
Updated native dlls
Fixed missing components on camera (bad merge?)
Added rigged & roughly skinned head2 variant (no blends or lods)
Fixed admins not really being set as admins
Tweaked dune and lake noise
Reduced terrain edge padding
Added procedural river component (traces non-zero-level rivers down mountains, WIP)
Added river topology type
Allowed water decor rocks to spawn in riverbeds
Added clutter rocks to riverbeds and roads
Removed debug output from procedural river component
Renamed water topology type to ocean (water is now ocean, river and shore combined)
Removed hacky dictionary lookup from ambience manager (use multiselect enum instead)
Subtracted changeset 5907 (wrong branch)
Fixed radiation overlay
Re-enabled metabolism
Fixed EAC error when disconnecting before auth
Added hide boots/pants/poncho/vest
Resized some oversized textures
Server: Create a net_env if none exists (after loading a save)
Updated water to latest version
Fixed bow breaking when no ammo
Lessened the effects of hunger/thirst - to avoid shock on it being enabled
Fixed not being able to connect to server after a failed join attempt
Fixed block.halfheight metal health
Fixed door metal health
Hydration drops half the rate of calories (probably backwards but we don't have any drinks)
Removed directional light from reflection probe bake
Scene & missing paint icons.
Removed smoothness workaround from water shader (no longer required)
redid eoka animations so it works like the legacy eoka
added new sounds and special fx for eoka
eoka sounds like some japanese food.
Connection tweak
Hammer non automatic, reduced delay
Reduced ore cook times
Increased shotgun damage
Generated lootspawn recepies
fixed minor bug with the spear idle animation
Removed unused wetness nomal map
Metabolism rate hotfix (servers need to restart)
server.ip should work again
Cleanup & rock textures that don't repeat so terribly much.
Fixed cliff mesh shading artifacts.
Raycast both heightmap and normalmap after the terrain generation was complete (to support grass on terrain blended cliff meshes etc)
Performance recording stuff