130,563 Commits over 4,140 Days - 1.31cph!
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
Updated Sedimentary rocks, textures and created materials.
Toptier triangle foundation block conditional meshes
Stone tier wall end pieces conditional meshes
stone skin 30,60,120 degree convex/concave angles corner meshes for nice corners between straight and angled walls
merging work from building skins branch
Added a ton of new decor and some new tree types
Fixed forestside topology getting incorrectly flagged as roadside topology
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
Create SoundDefinitions from existing Sounds
Disabled roadside trees (until the roadside topology fix can be merged to main)
Subtracted changeset 6468
Perf is better without dynamic batching enabled
Properly separated ocean and lake topologies
Fixed players sometimes spawning next to lakes
Fixed lighthouses sometimes spawning on lakes
Fixed lakeside decor sometimes spawning next to ocean
Testing wall blocks with LOD
Various nature stuff part 1
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
Refactored static decor placement (now uses noise octaves instead of shitty blob clustering)
Tweaked lake and island shape
Workaround for "group < 0x7fff" spam on load inside the editor
Temporary fix for players spawning at world origin with some seeds
Conditional mesh work ~~ twig skin
Reduced maximum allowed path slope from 35 degrees to 30 degrees
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.
Only generate rivers of a certain length, discard super short ones
Conditional mesh work ~~ wood skin
improved the 3rd person animations for hatchet (idle / jog / run)
Undone tom's invisible player patch