33,605 Commits over 4,140 Days - 0.34cph!
Projectiles keep history of the bones they've hit
Added sticky gizmos option to TerrainCollisionTrigger
Reduce building gib sound volume a bit
Added smoke and embers VFX to T2 Furnace
Fixed water related delays / shore issues when switching weapon
tweaked some of the wounded animations and sound fx
added a relax gesture for when the player is unarmed
Bush creeps can now hide from players running low quality setting.
fixed a bug with the relax gestures
fix for all decay timings being twig decay, whoops
increased decay delay to 18 hours instead of 12
Cliff block, 9 & 10 cull fix.
Don't run event schedule while still loading
Pixelate shader no longer falls back to black rectangle on low shader levels
Env sync tweaks and fixes
relax gesture for hatchet weapon hold.
tweaked the wounded animations so they blend into the "get up" animation better.
the player will pick a random wounded animation when he's shot (except for a headshot)
Tree mat improvements. Island wip.
Standalone concrete barricade prefab.
Network++ (can't remember whether I did this already)
Loot tables, phrases, manifest
added better silencer model
added some more relax gestures for the rock and shotgun
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Added heat haze VFX to large furnace
Fixed dropping blueprint on item sometimes combining/stacking them
Pre-topozone SavasIsland.
Added smoke FV to small furnace and tweaked some settings.
Patchwork pants models, textures, etc.
Tree-fields-bare alpha fix. Savas scene stuff.
Added SavasIsland_dm and _koth to BuildSettings. (wip)
must click to cycle bolt action, this lets you stay zoomed after a shot
added some code to show the player's breath in the colder regions.
Reverb/ambience pass on all static structures
Trigger to enable/disable reverb zones (Unity's reverb zones can only be spheres)
SavasIsland_koth playable. Removed _dm from BuildSettings. (for now)
Gibbables can specify a gib effect
Pumpkin gib effect
Loot barrel gib effect
First pass at rocket launcher sounds