108,630 Commits over 3,867 Days - 1.17cph!
https://www.youtube.com/watch?v=b_4Y21Pprzw
Fixed building parts not showing in context menu
Synced with admin site, phrases
Successfully added procedural virtual texturing to TestLevel; building up to ProceduralMap
Backup commit for tree billboard stuff.
Improved trunks on forest 6's and 7's.
Made Newman's new back glow a little less.
Mergymerge to fabricate some tree billboard normal maps.
Random stuff before merge from main.
Fixed compilation error in Client.cs
Added normal mapping support to the tree billboard shader
Use the tick in lerp time. This is all fucked but it's better than nothing right now.
Snow heightmap and better spec.
Flinch animations (implemented but not really)
Added skin shader (keeping old mats for comparisons)
Implemented Blunt and Slash impact effects
ImpactParticles scene lets you choose bullet, blunt, slash
Moved DamageTypes to its own file
Melee/ProjectileAttack now specify damage type
Moved grass impact effect prefab to right place
Added right click plan switching, makes building less terrible
Added profiler blocks around all server raytraces
Transform monitor tweaks, report
Made rocks no longer use LOD1 as collision mesh clientside
Started right click build component menu
New collision meshes for the big trees. Fixed some branch color mismatch.
Rock 10, you've been bad. Get in line.
Large rocks are no longer blurry. Set proper LOD ranges for all rocks. Adjusted rock 11 to look more like the intended cluster, as opposed to a single rock.
all the .wav files for the bear sounds
improved some of the bear animations; Also added sounds for all of the bear anims;
Updated Building parts texture.
Added tick number to network messages (not used for anything yet)
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Added procedural virtual texturing terrain code
Fixed issue with loot window
Warning when transform changes (a lot) with collider and no rigidbody
Don't know why this exists, deleting
Changed all TerrainMath.GetHeight overloads to be in world space coordinates
Made resource spawn faster in the TerrainGenerator test scene
Added min and max height to spawn filters
Added water rocks
Tweaked TransformChangeMonitor for speed
Dropping items now throws them forward out of the players eyes
Fixed incorrect use of Random.Range in arrays with ints
Fixed dropped items colliding with player
Tweaked 3m Stairs so they blend link to a second set of stairs stacked.
Adding UnityVS (hopefully this won't fuck Andre on osx over)
Fixed prefab preprocessing system trying to destroy itself in-editor
Added generic prefab preprocessor system
Added serverside MeshToBoxCollider preprocessor to rocks
Fixed server NRE's in NetworkSleep
Profile triggers
Use shitter physics on server
Improved LOD transitions on the big fat trees.
Added World layer to the Convar toggle script. Tweaked clouds slightly.
Added horizon clouds layer, nothing fancy right now. Extended far clip plane to 5000 and adjusted fog density.