127,569 Commits over 4,109 Days - 1.29cph!
Fixed not being able to walk up stairs (made collider convex)
Don't report each attack (performance)
Removed some unused shaders
Added script to find unused shaders (which is mostly useless)
Dropping items now uses player eye angles properly
Fixed prefab warning when prefab has caps in name
Fixed all compile warnings (apart from inconsistent newline bullshit)
Fixed hammer hitting slow
Fixed sleeping bag owner id not surviving a load
Fixed stone hatchet having broken holdtype
Added new spawn filter category: topology
Fixed ores and northern field trees spawning on mountain summits
Allowed trees to spawn on mountains, as long as they're not high enough for snow
Re-added rock clutter on dirt
Increased the number of bushes in open fields
Fixed being able to build on unbuilt triangular frames
Fixed walls/railings placed on triangles facing inwards instead of outwards
Added temp stone hatchet world model ( No lods as new stone hatchet is currently being modelled)
Edited stone hatchet wm prefab
updated vm bota bag prefab
Fixed deploying campfires etc through some building parts
Fixed wooden box guide not functional
Fixed foundation collision sometimes being 10cm high
Added trim to foundation triangle
Added case insensitive String.Compare extension method
Did Tools -> Update Prefab Names
Eoka pistol now working in 3rd person
Reduced footstep sound volume
Reduced door close/open sound volume
Restored campfire sound
remaining icepick animations; sound files for the icepick
tweaked the 3rd person melee attack animation (the speed should match the vm_ and it also is aimed more towards the center now )
fixed a small bug on the player anim controller
Don't unparent sleepers from cargo ship
fixed some clipping for some of the vm_ models
adjusted the positioning on some vm_ prefabs to fix some clipping issues
Tweaked quality settings
Tweaked LODs on player models
Updated eoka & revolver wm prefabs
SkinnedMultiMesh now creates a shared LODGroup
Added LOD slider to PlayerModel scene
Made animal ragdolls out of flesh
Animal skins now have colliders, so you can't run through them
Fixed players not going into the sleeping pose
Blunt concrete impact had a bullet hole quad
Don't run item commands if too far away
Fixed tree health/wood gather amounts
Added anim events to torch 'lit' vm anims
Tweaked GA session timeout
Compressed some textures that were probably uncompressed for a good reason
3rd person animations for thompson machine gun
Fixed that the initial component state of the F2 menu was not being applied properly
Enabled motion blur by default
Deleted TestLevel_Minh since it was completely broken anyhow o(recreate from TestLevel if you still need it)
Made WaterUpdate use color inspector variables instead of just alpha multipliers
Added bone knife world model to reboot
Added F2 options for draw distance and pvt
Updated boneknife prefab - model & player anims now working
Removed client.farclip (is now graphics.drawdistance)
Removed client.fov (is now graphics.fov)
Updated torch & bone knife icon
Made event schedule only execute on server
Fixed that rock_01 was sometimes spawned midair
Removed redundant flip option from rock_08
Added placeholder sliding player anim
Fixed pickaxe holdtype
Building block work to support block upgrades
Added foundation steps (test)