33,712 Commits over 4,140 Days - 0.34cph!
Water footsteps first pass
Added stone pickaxe
First pass balancing building blocks & melee
Added high pass to the skin shader
Player texture swaps affects whole body
Hair is taken from highpass, removed hair from shader
Player skin LUT driven by lighting
Fixed DS missing script errors on startup
Smoothed climate blending over time
Moved climate from net_env to its own prefab so that it's no longer duplicated (CL/SV) in the editor
Changes to vm stone pickaxe prefab & vm rig
Roof blocks are placed like ceilings/floors instead of on top of ceilings/floors
Cargo plane is higher, moves faster
Player colours work properly in inventory menu again
Changed stone pickaxe vm anims to be a one handed weapon like the hatchet (1st pass)
Updated stone pickaxe materials
Adjust cargo plane volume
Added stone pickaxe anim events, updated wm model
Updated stone pickaxe wm prefab position, changed to be melee, use correct model & lods
Building block placement fixes
Can place foundation at variable height
Can attach to bottom of foundation steps
merging work from building skins branch
Added a ton of new decor and some new tree types
Fixed static decor not aligning to normal
Made dynamic decor always align to normal by default (can still be overridden per-prefab)
Log when admins use inventory.give
improved the stag and wolf movement animations
Fixed ricochets not showing up for other clients!
Added ricochet effect
stone pickaxe behaves more like the stone hatchet (but for ore)
Can place foundation stairs upwards + downwards more predictably
Made roofs more predictable to place
Disabled roadside trees (until the roadside topology fix can be merged to main)
Perf is better without dynamic batching enabled
Testing wall blocks with LOD
More work on conditional corner meshes, deployed to all walls for stone building skin
Melee tools have punch feedback when hitting 'wrong' nodes
fixed compile error on server (sorry)
Viewmodel arms use player skin colour
Workaround for "group < 0x7fff" spam on load inside the editor
Temporary fix for players spawning at world origin with some seeds
Textures: Normals for default head (works with fixed torso) and normals for new head.
Composite map for skin shader.
Highpass map.
Materials: Player_skin
Update: Fixed vertex split = new mesh (updating soon)
New mesh = rebake of normals.
Updated uv maps to make better use of wasted space.
Notes: Materials/Textures will not work with old meshes because of the above. Even using old uv's the normals would not work because of the broken normals.
improved the 3rd person animations for hatchet (idle / jog / run)
Undone tom's invisible player patch
Spectate optionally takes a target string - partial username or steamid
Added map size/seed to server tags
Fixed skin guide being invisible
fix for viewpunch NRE (maybe?)
Fixed save list warnings
Added asserts for multiple spawn calls
Fixed playerattack nre
Duplicate entity in save handling/warning
Increase general terrain friction
Removed "unconnected packet" warning because it worries server host for no reason