127,180 Commits over 4,109 Days - 1.29cph!
Bunch of metabolism changes
Healing based off calories works differently
Comfort works!
Climates have different temperatures now
Cold damages you & armor protects against cold
Radiation protection works properly once again
climate fixes
clothing cold balance fixes
re-added comfort status panel after merge
Destroy SkinnedMeshCollider mesh properly
Merge from main (aka scene merge from hell)
Reapplied radtown scene changes
Fixed not disposing of cloned mesh in AM skinned state
added dryfire animation for the eoka pistol; added a new deploy anim for salvaged axe that doesnt look like shit
Fixed server errors when old clients join
new explosion / smoke textures
Re-added the 3 water qualities (hopefully working around the presumed Unity bug this time)
Updated water shader in preparation for river shader
Fixed item option buttons becoming unresponsive when taking lots of damage
fixes for cold protection/overheating
Skinned & rigged new head2 variant ready for testing (no lods or blends)
Added head 2 textures & created 1st pass player2 skin material
Reapplied water changes with reduced maximum loop unroll depth
Fix confirmed, remove debugging stuff
Clamp reflections that go horizontally off screen (only cut off if vertically off screen)
Added head2 prefab (in case it's needed)
Don't use blueprints as ammo
Hacky hack - fixed bow breaking after last arrow fired
Bow and Arrow are craftable by default
Updated phrases
Updated recipies
Added g-buffer normal + light transmission encoding; compatible with unity normal output
Added light transmission options to speedtree shaders
eoka recovers from cancelled attack faster
Dump network packet history on invalid packet error
Moved standard layer code to own include file
Added wetness control to legacy terrain shader
merge from main
generic deployable protection
balanced deployable health/protection - ensured repair bench destroyable
repair bench easier to create, repair bench default blueprint
hide stuff is balanced and default craftable
hide stuff has protection properties again
merge into main - a bunch of damage balance and hide balance changes
Added tangents to river meshes
Oprimized river mesh geometry (less stretched triangles)
Setup river mesh UV coordinates to work with the river shader
balanced food calories and health bonuses