128,797 Commits over 4,201 Days - 1.28cph!
    
    
    
        
        
        
            
            
            
                
                Always trigger weapon & hit object strike effects at the same time
                
                
                
                
             
         
        
            
            
            
                
                first pass at new melee & bullet impact sounds
                
                
                
                
             
         
        
        
            
            
            
                
                Moved terrain blend to top of particle accum
Hit that 16 sampler limit again; moved detail occlusion to detail albedo alpha
                
                
                
                
             
         
        
            
            
            
                
                Flesh bullet impact tuning
                
                
                
                
             
         
        
            
            
            
                
                Changed prefab cycle from shift-c to alt-shift-c
                
                
                
                
             
         
        
            
            
            
                
                merge from main/impactsounds
                
                
                
                
             
         
        
        
        
            
            
            
                
                made some improvements to the 3rd person spear animations for  idle/running/jogging
                
                
                
                
             
         
        
        
            
            
            
                
                Fixed player model sometimes being in the wrong place when sleeping
                
                
                
                
             
         
        
            
            
            
                
                Wounded UI
Don't show crosshair unless it's appropriate
                
                
                
                
             
         
        
            
            
            
                
                Fixed spazzy ragdolls (thanks Anthony Yakovlev @ unity)
Fixed corpses sometimes being unlootable
                
                
                
                
             
         
        
            
            
            
                
                Offset starting position of wounded anim so head lands at 0,0
                
                
                
                
             
         
        
            
            
            
                
                Can properly change other players clothes via looting
                
                
                
                
             
         
        
        
            
            
            
                
                Added skeleton flags
Define which types of attacks/damages cause a wounding
                
                
                
                
             
         
        
        
            
            
            
                
                Metal breakable meshes & prefab integration
Top Tier breakable meshes & prefab integration
                
                
                
                
             
         
        
        
            
            
            
                
                Snow is no longer treated as an overlay
                
                
                
                
             
         
        
            
            
            
                
                reduce mouse sensitivity on wounded
                
                
                
                
             
         
        
            
            
            
                
                Merging wounded stuff into main
                
                
                
                
             
         
        
            
            
            
                
                Added some lightweight compression to a couple of terrain maps
                
                
                
                
             
         
        
            
            
            
                
                Fix for the invisible floors issue
                
                
                
                
             
         
        
        
            
            
            
                
                merge from building_skins2
                
                
                
                
             
         
        
            
            
            
                
                forgot one thing in this bad boy twig
                
                
                
                
             
         
        
        
        
            
            
            
                
                improved the flinches for the horse and stag
                
                
                
                
             
         
        
            
            
            
                
                Less pitch variation on gunshots
                
                
                
                
             
         
        
            
            
            
                
                Bullet impact volume tweaks
                
                
                
                
             
         
        
            
            
            
                
                fixed some bugs with the view model hatchet "hit_attack" not playing
                
                
                
                
             
         
        
            
            
            
                
                -fixed stone pickaxe not playing the hit_attack animation
                
                
                
                
             
         
        
        
            
            
            
                
                Added lods on two halfheight blocks
                
                
                
                
             
         
        
            
            
            
                
                Fixed not playing wounding animation when crouched
Reduced health of twig blocks
Fixed guide sometimes not changing when using bluepint
Reduced chance of surviving a wounding
                
                
                
                
             
         
        
            
            
            
                
                Removed TerrainNormalMap (get normals from TerrainHeightMap on the fly, height map also stores normal texture now)
Removed the need for normal map decoding at level start (no more need for texture decompression hackery)
                
                
                
                
             
         
        
            
            
            
                
                Further optimizations on stairs blocks lods
                
                
                
                
             
         
        
            
            
            
                
                Added missing byte to float conversion to biome texture generation
                
                
                
                
             
         
        
        
            
            
            
                
                Fixed some icons not showing on crosshair info
Added some missing icons
Removed unneeded code
Rebuilt wall.doorway.wood (broken merge?)
                
                
                
                
             
         
        
            
            
            
                
                Fixed some missing scripts
                
                
                
                
             
         
        
            
            
            
                
                Fixed the wall.dorrway.wood block missing LODs
Fixed a case where stairs block prevents floor spawn
                
                
                
                
             
         
        
            
            
            
                
                Sort conditional models queue by distance from the camera