130,567 Commits over 4,140 Days - 1.31cph!
Changed fog mode in procedural map
made some improvements to the 3rd person pistol animations.
Improved stone textures readability even more
Conditional meshes fully working for stone and toptier foundation blocks - lots less overdraw :3
Added conditional meshes for metal wall.low and metal foundation blocks
Added end piece conditional mesh to close off wall end (wall.low.metal).
Added end piece conditional mesh to close off wall end (wall.low.wood).
Added end piece conditional mesh to close off wall end (wall.low.stone).
Fixed repeating pattern on stone roof
Fixed a case where wall.low pieces would spawn a corner meshes through T connected walls
Fixed a case where wall pieces would spawn a corner meshes through T connected walls (for all remaining wall pieces)
Added conditional models for wall.low top tier
Skin colour is based on steamid
Begin playback in Start instead of Awake on SoundPlayer so sounds start after EffectAudioPerspectiveSwitcher does it's thing (temp fix until I implement a more general solution for adjusting sounds before beginning playback)
Added conditional logic for all roof blocks
Rock & cliff prefab finalization 1/2
Strip Unity / ST tree component from server builds
Greatly reduced serverside tree collider counts
Minor iceberg spawn filter fix
Stone pickaxe view and world model with LODs.
Added specular/smoothness to the skin shader, tweaked for more skin colour variation
Head texture swapping based on steamid
More AI profiling
Server performance fixes
Fixed skinnedMesh error
Shortened world checksum to two segments (way faster and still fairly safe)
Added sedimentary rock set
Added Sedimentary rock detail textures
Fixed ragdolls spawning weird
Ragdolls are less spazzy
Player preview in inventory menu displays genes properly
Player corpses inherit genes properly
improvements to the 3rd person bow animations ( idle / walking / runngin )
Fixed an offset that resided in the wall.window master prefab pushing all window bars meshes off center
Roof ceilings for each type of skin
Closing holes and gaps on thatched skin as well as possible
Fixed armored window and window frame not being the correct size.
Metal window bar reset xform, scale was fuxxed
Other smaller things..
Updated sedimentary Rock files
Added vm stone pickaxe anims & anim events
Added stone pickaxe anim controller
Added stone pickaxe vm prefab
Corpses hang around for 30 minutes, instead of 2 minutes
Water footsteps first pass
Added stone pickaxe
First pass balancing building blocks & melee
Finalized rock & cliff prefabs.
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