127,188 Commits over 4,109 Days - 1.29cph!
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Fixed issue that made constructions placed via the planner awake at world origin on the server
Fixed building block sound cutting out on placement
Keep serverside sleeper collider enabled
Adjusted high external wall and gate deploy volumes
Tree colliders now more accurate, instead of just looking like pills.
Roofs offer sideways support for walls
Changed roof sideways stability supports to female only
Serverside tree collider preprocessing fix
fireballs are extinguished by water
torch extinguishes underwater
Get official servers from url, not from steam
More accurate EAC kick messages
Client doesn't need clientinfo anymore
Low cloud textures/materials
High cloud textures/materials
New Billboard FBX
switched back to the old walk/run animations
Moved protobuf shit to a seperate library
Underwater rendering (finally) with half decent lighting and scattering (Q=1-2)
Revamped water optics for more natural coloring, extinction and scattering; easier tweaking as well
Fixed some issues related to depth maps during water rendering + a few optimizations all around
Moved networking base to its own dll
More library organisation
flies spawn around dead ragdolls after a few seconds
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Soft target melee weapon impact sounds + some impact sound fixes
Underwater rock placeholders
Default seed and salt are scrambled whenever the save version is increased
Merge from dungeons_greybox_2
Terrain painting usability fixes
Underwater clutter placeholders
Underwater rock materials
Removed rock 12 from underwater spawn table
Fixed terrain edge transparency problem when sunshafts are enabled
removed some code that isn't required anymore (was for setting player acceleration in mecanim)
Saved one pass on water geometry after taking my head out of my ass
tweaked the gooseman flies looping effect.
I wandered lonely as a cloud WIP
military_tunnel_1 progress
loot crates placement and polish
Quick grouped mesh culling script for Vince
Made height offset of hand placed road segments in dungeons adjustable
Limited road meshes zfight
Culling pass on powerplant_1/military_tunnel_1