108,255 Commits over 3,867 Days - 1.17cph!
improved many of the player movement animations (unarmed); added 9-way running animations for when the player is holding a rifle
Server perf.. adding rigidbodies to everything that's runtime.. even if it doesn't move
Even more rock material adjustments
More rock material adjustments
Added wetness to the rocks shader.
Removed emissive color from tree billboards
New tree billboard texture files.
Stop Fire_Secondary when in menu
Restructured some rock folders
Adjusted sand rock colors
Added the new rocks to the procedural level
Updated clothes to use new skin shader
Fixed rock_13 not recieving shadows
Fixed motion blur popping on LOD object switch
https://www.youtube.com/watch?v=b_4Y21Pprzw
Fixed building parts not showing in context menu
Synced with admin site, phrases
Successfully added procedural virtual texturing to TestLevel; building up to ProceduralMap
Backup commit for tree billboard stuff.
Improved trunks on forest 6's and 7's.
Made Newman's new back glow a little less.
Mergymerge to fabricate some tree billboard normal maps.
Random stuff before merge from main.
Fixed compilation error in Client.cs
Added normal mapping support to the tree billboard shader
Use the tick in lerp time. This is all fucked but it's better than nothing right now.
Snow heightmap and better spec.
Flinch animations (implemented but not really)
Added skin shader (keeping old mats for comparisons)
Implemented Blunt and Slash impact effects
ImpactParticles scene lets you choose bullet, blunt, slash
Moved DamageTypes to its own file
Melee/ProjectileAttack now specify damage type
Moved grass impact effect prefab to right place
Added right click plan switching, makes building less terrible
Added profiler blocks around all server raytraces
Transform monitor tweaks, report
Made rocks no longer use LOD1 as collision mesh clientside
Started right click build component menu
New collision meshes for the big trees. Fixed some branch color mismatch.
Rock 10, you've been bad. Get in line.
Large rocks are no longer blurry. Set proper LOD ranges for all rocks. Adjusted rock 11 to look more like the intended cluster, as opposed to a single rock.