108,358 Commits over 3,867 Days - 1.17cph!
some tweaks to the C4 explosive particle effect
revert merge from main/distant sound to try to fix asset isues on build server
merge from main/distantsound
Don't play footstep effects that we can't see/hear
Client optimizations
Update falloffs before playing a Sound
reapply sound system migration to furnace, campfire, and c4
Added cutoff and tapering values to decor system
Removed unnecessary Camera.main queries from the grass and decor systems
Precision issues with g-buffer normal encoding; affected terrain as well
Fixed transmission interfering with unity std shaders
Changed ST shader default transmission values
Reverting a couple of files that should not have changed.
Various autospawn tweaks.
Missing terrain atlas icon.
Made everything fruity. Red, white, yellow and violet flower fields -- oh my.
Allow dump command on client
Network diagnostics
Wooden crate 1 and 2, LODs etc.
Updated lit torch vm anims to not obstruct your view so much
Merged water changes from main
Some water shader define renames for the river shader
First pass at distant explosions
Include AudioReverbFilter decay time in sound length calculation
Dynamically adjust sound priority based on distance from the camera (farther voices will be stolen first)
Add reverb falloff script
Add high pass filter falloff script
Add gunshot sound template
First pass at distant gunshots
nights are colder
ore cooks faster
Server performance fix
Cold overlay tone-down
gunpowder default blueprint
key lock takes wood only
keys are crafted instantly
can craft keys without unlocking door (if you have access)
Fixed not being able to drop items
balanced food calories and health bonuses
Added tangents to river meshes
Oprimized river mesh geometry (less stretched triangles)
Setup river mesh UV coordinates to work with the river shader
merge into main - a bunch of damage balance and hide balance changes
hide stuff is balanced and default craftable
hide stuff has protection properties again