127,944 Commits over 4,109 Days - 1.30cph!
Building part skin sets now work
Added first draft floor, window and stairs for the log building set.
made some changes to the player animation state machine; added prone/crawling animations.
More light tree and shrub files
player animations for attack / deploy / reload while holding a rifle.
changed the player animation state machine so each of the weapons have their own overlay sub state.
Window piece was mistakenly overwritten, commited new prefab
Procedural map fully supported and running procedural virtual texturing
Added a dev layer toggle console commands
Ensured that all decor objects are on the world layer
Moved clouds and auroras to the sky layer
Moved water fog volume to the water layer
Simplified conditional models system
Added conditional edges for window, door
Wolf corpse now gives animal fat
Voice recording HUD notification
Fixed voice playback not always working
Preparing test level materials for merge into main
Merged procedural virtual texturing
Added end caps to wall, window, door components
Enabled procedural virtual texturing in TestLevel_PVT (fully enabled) and Procedural Map (toggle in terraingen) scenes
Minor tweaks to the terrain generator configuration
Made beartrap, furnace, sleepingbag craftable
Added railing component (low wall)
Disabled PVT by default on Procedural Map, moving to a test scene for now
Fixed Amplify Motion shader compilation errors on d3d11_9x target
fixed hole in neck player mesh issue
Foundation first draft, fixed wall collisions set to trigger.
Added rigidbody to socket_handle
Added foundation conditions
Bolt rifle material rename and tweaks. No longer uses skin shader.
Particle Dictionary - cache prefab names (speed)
Added dymanic znear
Turn construct vision off when not holding a planner
Hide debug building skin squares
changes to pickaxe world model. Added quick hammer world model.
finished the crouch/jog/run animations for the player holding a bow
Fixed the terrible night stars.
Properly fixed the night texture (don't modify stuff in Third Party, use the duplicate material so that we can update without worrying)
Fixed forest 4 tree 4 enjoying himself some post billboard fade invisible time
Print confirmation when RCon is started
Fixed terrain quality not being applied on initial scene load (Performance++)
Changed spawn handler to have a density (# per km^2) rather than a fixed number per population
Added AimAtCamera and DrawAimLine to PlayerModel scene
Tweaked Player model lookat IK
updates to torch player anims
updates to player pickaxe idle & attack anims
Reduced log thickness on building pieces. Replaced frame meshes. Reworked materials for building pieces. Reaplaced nighttime LUT image. Some things may be ugly.
made some tweaks to the player + rifle animations (they should be pointing straight ahead now)