108,171 Commits over 3,867 Days - 1.17cph!
updated vm hammer hit anim & added 'strike' anim event
Fixed stone hatchet - good job dyngnosis on reddit, you win
Give items back on cancelling craft
Cancel crafting on die
Tweaked underwater effects
Fixed sleep inside spectator exploit
Fixed hazmat suit making the player invunerable
Stag, Bear, Boar now use their real ragdolls
Deleted UnityVS files committed by Scott
Made ViewmodelBob smoother, no snapping between states
Fixed boltrifle ironsights hold position being massively off (for real this time)
Toned down rock hit screen shake
Upped max texture resolution on 729 textures
Fixed physics / metabolism water level being higher than the water plane
Fixed supply drop not dropping
Ragdolls for boar, bear, stag
Tweaked player ragdoll (should fix LOD issues)
Fixed players sometimes spawning inside objects
updated player rock attack to better match timing of viewmodel
Added triangular floor peice
Wolf meat is now proper cookable
Made ores spawn everywhere (at least for the time being)
Terrain shading debug props.
adjusted the attack animation so it hits the center of screen
prefabs for the salvaged hammer and its various fx
salvaged hammer is all done;
Decreased grass vertex count (performance test)
updated vm melee weapon anim contact points, reactions,events & controllers
Made grass patch vertex count error log group properly in Sentry
Slightly increased grass tapering distance
Added graphics.quality X (sets the same parameter the launcher sets, X can be between 0 and 5)
Minor spawn handler tweaks
Made SERVER+CLIENT+STEAM default project compile option (I think it always used to be like this?)
OCC (obsessive compulsive commit)
Increased water opacity
Fixed underwater fog always being disabled
Added per-biome grass textures
Refactored the way SpawnFilter and TerrainMath handle temperature
Tweaked terrain generation (now allows seeds that would lead to collider overflows in Unity 4)
Protocol++
changed the pickaxe hit sound so it's synched better with the animation
adjusted attck animations of all view models so it lands in the center of screen. set up the alternate attacks for the boneknife, and salvaged_axe
mecanim behaviour script that will handle alternate animations to be played for the attack
nullified the weapon bob when the player is aiming down the sights
Biome-specific grass textures for Andre.
sound effects for the salvaged_axe; added some weapon specific hit effects for the hatchet / stone_hatchet / pickaxe
salvaged axe prefab; tweaked various settings on some other view model prefabs
special fx events for the salvaged_axe
made some tweaks to several of the view model animations to fix some of the clipping on the arms.
vm melee hit anim updates
Added mesh colliders to hazmat suit parts
Hatchet, Boneknife, Pickaxe should be functional - even if the animations are kind of odd
Refactored grass system to support multiple instances thereof
Added support for using different filters for every texture in the atlas to the grass system
Removed some unused code from TerrainMath
Added triangle shaped foundation (test) http://files.facepunch.com/garry/2014/September/12/1410522651.jpg
Tweaked spawn handler placement check height offset (may fix trees spawning inside rocks, requires server restart)
Biome tweaks (all trees in the snow biome are now snowy, some nicer transitional noise, requires server restart)
Adding a bunch of primitive meshes - for placeholding, prototyping
Made grass dithering add more position and color noise in transitional areas