111,918 Commits over 3,928 Days - 1.19cph!
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Fixed stone wall dealing damage
Attempt at fixing pumpkins growing stages
Higher protection values are brighter on the inventory hud
Server compile fix (cc Alex)
Visual Studio Tools 2.0.0.0
Sound and ambience refactoring
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Workshop download/preview in editor
Subdivided road and river meshes into smaller submeshes (easier on the physics system)
Removed foundation from windmill models, updated the skin prefab as well.
This folder should not exist (I think)
Fixed materials of the small bridge
RandomStaticObject and RandomStaticPrefab run on the server as well
Adding art for the pumpkin plants, models, textures, lods, gibs
Missing meta files for the compound walls
batching.verbose can be enabled by everyone
Fixed MeshBatch refreshing too often
batching.verbose defaults to false
Made warehouse monument a bit more interesting
Unfucked sphere tank prefab
Unfucked satellite dish prefab
Disabled BaseNetworkable.OnValidate on prefabs that are nested via Scene2Prefab
Added a bunch of exploit testing rocks to CraggyIsland
Moving a bunch of thirdparty stuff into Standard Assets to speed up editor recompiles
Deleted unused stuff
Added sphere and capsule deploy volume types
Added deploy volumes to water catchers
Added support for multiple deploy volumes on a single object
Deploy volume layers are now specified per-component
Subtracted changeset 9596
Clamped third person player spine bending by lowering the body weight
placement radius stuff for new sphere tank
merged sphere tank monument in
fixed the 'bug' where the players' spine would bend unnaturally when he looked straight up.
properly(?) added public benches to sat dish prefab
Fix for bad river transition into ocean; doing a smooth fadeout; should hold until I get back
Raised bloom intensity to 0.075 (1/2 the original) good tradeoff for now; thinking of area light spec to solve energy probs