127,279 Commits over 4,109 Days - 1.29cph!
Hammering blocks now increases health or demolishes faster
Added input.holdtime - the amount of seconds to hold E down for it to count as a hold and not a press
Balanced metabolism - can now stave to death again
New, simpler melee vs building block damage procificency system (unbalanced)
.. now with less debug output
Removed wood piles from the spawn list (chop them trees, people)
Moved branding overlay to uui
Made UNITY_STANDALONE_X double-check for !UNITY_EDITOR (bug or feature?)
Show warning overlay if EAC isn't running (for the people running from the exe)
Putting tom's keypad on the code lock
Added dev.culling <layername> <distance>
checking in new lods, transition should much smoother.
Refactored decor system for better cross-frame load distribution and faster refreshing
Made unused components on placeholder tree objects get deleted
Manually added temporary colliders to the snow trees as they are missing in the speedtree files
Fixed icesheets being pink
Ghetto fixed icebergs being super shiny
Made my iceberg fix slightly less ghetto
Fixed that all rocks looked like metal in b13
Fixed server compile error
Fixed pink viewmodel arms on b13
Allow building to specific folder if command line is set
Log when official sever is rejected because it's not on the whitelist
Splitting server debug build
Fixed -builtTo command line fuckup
Seperate server build fuckup
Made tree mesh placeholders spawn whenever the loading screen is invisible
Made tree prototypes rebuild whenever they are out of sync
Made tree mesh placeholder child objects get moved to the correct layer
Removing timestamp from GameManifest
Also copy all the bullshit to the -buildTo folder
3rd chicken skin variation
Bad stuff happens if-buildTo doesn't end with a slash
emmisive open and closed textures
Made Parallel.For work properly with non-power-of-two index ranges
Re-enabled threading in-editor (update to b13 if you want to run the terrain generator)
Fixed DDraw not drawing colours
Block pinning experiment
Changed terrain edge falloff distance to absolute world units to get rid of super steep terrain edges with smaller terrain sizes
Added the cliff texture to underwater splat mapping
Enabled terrain map post-processing
Tweaked some decor densities that have been somewhat off due to the weekend changes
Disabled terrain generation threading in-editor again (still seems to be unstable from time to time)
Protocol++ (network + save)
Added LightLOD component to lanterns, campfires and furnaces
Fixed lantern and cupboard being pink on b13
some chicken anims for walking / eating.
Increased shadow bias as far as possible without disconnecting it from walls at sunrise and sunset
Player metabolism is now sampled and remotely logged.
fixed a bug with the 3rd person melee animation blend going from stand --> run.
fixed the bug with the crouch --> run transition creating multiple footstep sounds/effects.
fixed a few more cases of the footsteps being played multiple times.
Added levelSize to Messaages.Approval
Changes from generate.bat as requested by Andre