108,311 Commits over 3,867 Days - 1.17cph!
nameconflict files - I may have broke something
Building parts names, icons
Fingered audioclips
Tweaked colormap (clientside)
Fixed that some rocks wouldn't spawn (incorrect prefab folder)
Tweaked some spawn rules
Protocol++ (network + save)
Made roadside spawning generic
Added more randomized bushes to the roadside
Added noise to path width
Made bridge cost independent of slope
Various terrain material tweaks and cleanup.
Fixed bow
Fixed picking up
added 4 different LOD versions of the horse. some skin tweaking.
less doom-like bob
less sprint penalty now lasts 75% of attack speed instead of 100% for melee
Removed temprary dev script
First working version of Terrain-Mesh blending shader
Removed 4splat and 8splat specialized legacy terrain shaders; now using a single one
Refactored parts of terrain rendering code to make it easier to converge terrain shaders in the future
Excluded forward render path in all terrain related shaders
Switched legacy terrain splat control maps to linear sampling
Added terrain-mesh blend test scene and some temporary assets
Fixed Color Texture having no effect in legacy terrain shader (@Petur)
Added some coordinate noise before sampling the composite noise in the heightmap generation
Removing unused RemoteLog stuff
Merging ItemDef revolution to main (stuff is missing/broke, but it's only dev)
Added protocol version for player persistant data
Itemid is now hash of item shortname
Fixed default blueprints
Cooking
Cooking byproduct
rigged up the horse model; added a 3rd skin for the horse.
fixed metal doors being opened slightly upon relog
nerfed bow a little bit (still better than it was before)
Using melee will now stop sprint for a short time instead of not allowing you to attack
You can't sprint for a short time after landing
Fixed roadside topology generation overriding previous topologies (is now an additive topology)
Made fringe topology no longer imply grass splat (should probably be an additive topology as well at some point)
Prevented powerlines from spawning inside each other / rocks / monuments...
Made powerlines not float midair if placed on slopes
Removed powerlines from what will be bridges in the future
Updated player spawn rules
Updated monument scenes and prefabs
Moved more stuff to multi-topologies
Added multi-biomes
Updated holdtype for wm salvaged icepick
Re-created blend tree for 3rd person torch locomotion as it had been overwritten on the controller
Campfire use fuel, startup contents
Removed item conditionals, modules, actions
BaseOven - ignite/extinguish
Can define menu name/desc/icon as a field in the inspector
Fixed item phrases to read from ItemDefinition
Improved noise backend (3x faster, higher quality)
Updated topology generation to new multi topology type
Improved heightmap generation
Fixed deploy to entity deployables