108,161 Commits over 3,867 Days - 1.17cph!
Removed old field trees from the spawn list.
Field trees are now speedtree.
Data files for 2 more Speedtree forest types.
Fixed jump animation being initiated twice when jumping
Refactored player movement
Added player jump cooldown
Improved player ground detection
Removed underwater crouch
Improved underwater movement
Updated project to Unity5b5
Another native plugin update
Updated native plugins to latest version
Set all native plugins to always be available when in-editor
Altered vm rock 'hit' reaction anim
Updated hammer wm prefab (so now he actually holds a hammer)
Changed voice playback method, but it isn't working
Auto-updated texture import resolutions
Set native plugin platforms explicitly (keeps Unity from copying them to the output folder of platforms they're not used on)
Moved simplex noise to native code
Tweaked terrain generator height amplitudes
Protocol++
Made 50 degrees the maximum walkable angle to make stairs work again
Updated view & world model rock prefabs & materials
updated rock VM textures.
Added Tools/Check Animations
Fixed null state transitions in animation files (fixes a u5b4 crash) http://files.facepunch.com/garry/2014/September/19/1411118438.png
SteamNative OS X bundle cleanup
3 speedtree forest types. Right now they have a bunch of redundant mats (one set for each minor tree variant) that we can collapse together later.
added LOD component to the shell ejection
added shell ejections to the thompson gun
Updated a few of the prefabs to use correct models/textures. Also edited a couple of models for better clipping. The beanie now uses correct textures and is skinned to the head bone.
changed the thompson SMG muzzleflash particle system
materials/textures for new muzzleflash effect
Changed sliders in F2 menu to not be terrible
Added shadow distance control in F2 menu
Added a maximum jump angle to player movement to keep people from jump-climbing up walls and trees
Added server -autoupdate command line
Small change to the sun flare colour.
rigged the salvaged_icepick and completed a deploy anim
added teh strike effect to the v_hammer and v_torch attack anims.
materials and textures for all the special fx i did yesterday.
Refactored AILocomotion speed and direction controls
Updated animal speeds
Added unarmed 'Dont shoot' player gesture anim
Updated some decor and spawn filter rules
Fixed server tracking code having a trailing space
Undone another one of Scott's crazy commits
Added a slippery slope piece to the test level
More work on the character controller
Fixed compile warnings in torch anim controller