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attenuation of wind on flowers and small foliage
tweaks to grass meshes to fake more coverage
displacement value stored in Blue channel
increased coverage on grass blade models
Use vertex color B channel to scale displacement
Merged from main/humanoidNPC branch.
Launch site warehouse LOD/COL/prefabs
Rocket factory grounds, replaced game objects with prefabs
Tinting and placement improvements
Enabled foliage distance fadeout (toggled via vcolor.b like displacement)
Steeper curve to scale item despawn time based on item rarity (i.e. rare items despawn even slower)
Launch site warehouse awning and tweaks
Reduced rarity of burnt meat from "Uncommon" to "Common" (despawns faster when dropped)
Dropped items displace grass around them
Washed lube off dropped items
Rocket factory door LOD/COL/Prefab
Stripped rigidbodies from a gazillion worldmodel prefabs, storing mass on world model component
Fixed occlusion culling on roof parts
Fixed burlap sack world models spazzing out
Fixed slight grass displacement choppiness when moving
Fixed dropped items not displacing grass when rotating (changed displacement mask to projection)
Optimized grass displacement by separating moving and static meshes
Fixed wood world model collider rotation being off compared to visuals
Can hold down LMB to continously hit with hammer
Forgot a prefab in changeset
21249
ores have a smash effect when changing stages
Sync improvement experiments
Tweaked grenade physics material (no sliding, only tumbling)
Tweaked grenade weight and throw velocity
Fixed grenade explosion rotation
Reduced grenade bounciness
Tweaked server side weapon cooldown verification
Updated Facepunch.Steamworks
Added Jetpack
Rocket scaffolding LODs/COL
Reswizzled pbr base layer pack map 1 and 2
Finished tracker; processor++
baking to assets vcolor painted meshes
When a storage container is destroyed, drop an item pouch instead of all items individually
Can no longer put items into loot containers
Network++
Fixed item pouch loot panel sometimes not having enough slots to show all contained items
Fixed item pouch being culled too early
Fixed item pouch sometimes falling through objects
baking to assets vcolor painted meshes
dressing backup