125,573 Commits over 4,171 Days - 1.25cph!
Fixed broken leg on player preview
Player preview doesn't need to use chroma-keying anymore
Dropped items now have real physics, shouldn't fall through walls etc
Fixed held item being removed when trying to drop
Players drop their held item properly when killed
Increased water temperature
Reduced lung capacity
Reduced stomach capacity
Increased self drying ability
Made water surface visible from underneath again
Increasing client.lerptime default
Fixed being able to build on floor frame
Fixed stairs collision
Fixed not always being able to place doors on upper floors
Added inspector variable attribute for enum masks
Changed most enums in SpawnFilter to masks (for multiselect support)
Removed tons of unused parameters from SpawnFilter (most were merged into TopologyType)
Optimized SpawnFilter factor calculation
Added dedicated forest edge regions (so we can add different trees and dense border foliage)
Added TerrainLayout (read & write terrain layout info)
Added a terrain layout pre-pass to the terrain generation (bakes biomes and topology)
Optimized terrain generation (mostly due to the layout prepass)
Added placeholder trees to the arid biome
Made forest size and frequency tweakable for every forest type
Updated game manifest
Made TerrainTopology.Enum values continuous powers of two
added a gesture_layer in the mecanim; Setup alex's gestures.
fixed some bugs with the gesture layer;
more animations for the view model oil lantern
Fixed menu water, and water.mat foam.
Updated the snow jacket and added variants of it. And some hazmat db stuff.
Added slight sharpening to the post process.
Sweeping changes to the rock spawns, to stop them from looking like giant litterbox turds.
Tweaked coffee can helmet spec.
QA tweaks on a few more clothing pieces.
Improved burlap clothing set icons.
Changed skinned collider to reference parts using an int hash based on full prefab path + name (eradicates name collisions)
Merged forest 1/2 and forest 3/4/5 (do the full set of 7 once the first 4 are complete)
Building components tests
Lantern view model all done. commiting the sound effects / prefabs.
Added Mathx class
Updated game manifest
Made terrain heightmap generation more configurable
Adjusted heightmap generation
Tweaked terrain layout and splat mapping
Optimized colormap calculation
Adjusted some decor spawn filter parameters
Updated basic building parts fbx
Added Deque class
Added MinQueue and MaxQueue class
Made forest edges get calculated using a dilation algorithm for fine control and better accuracy
Touching all the audio files
Inverted forest edge dilation to keep tiny forests from expanding to dot-shaped forests
Tweaked forest placement
The thompson, rifle, lantern and the viewmodel arms are no longer completely matte.
Optimized colormap calculation
Optimized splatmap calculation
Added sand-colored dirt layer between beach and grass
Improved island fadeout towards the terrain borders
Made mountains in the arctic biome slightly bigger again
Added a few turd rocks back to the arid biome (they look okay there I think?)
Removed some useless inspector variables from the decor scripts
Tweaked the minimum terrain height at the terrain borders
Updated UnityEngine.dll with plugins
Stretched forest shape a bit
Made forests in the arid biome smaller
Tweaked overall forest shape and frequency
Fixed forest 6 having snow
Fixed off by one in dilation algorithm
Made Deque force buffer size to power of two in EnsureCapacity
Doubled forest edge thickness
Beautified colormap generation code
Made splatmap noise preserve hard edges
Added ImageProcessing class (contains Dilation, GaussianBlur and Average filters for now)
Merge from procgen3
Updated prefab names
Updated game manifest
Protocol++ (network + save)
Fixed standalone compile error