130,557 Commits over 4,140 Days - 1.31cph!
Added refresh to tree mesh script context menu
Added offset to tree mesh
Added timings to all prefab refresh options
* added new torso and head fbxs
* added the new prefab
* replaced the player 1 skin textures to match the new mesh uvs
* updated the playerskin 1 material
* deleted old playerskin1 textures
Altered playerskin1 material to use new materials. Seems that by auto-default it selects skin number 2 rather than 1? Probs not a biggie.
Will be updating the rest of meshes now.
PrefabAttributes/breaking everything
Top Tier skin tier LODs and setup in prefabs
~~ Some distance tweaking
merge from main and stuff
merge from building_skins2 - All the lod stuff
Missing construction renderer ~
metal tier distance tweaks
hands and feet prefabs + fbxs
Added basic refraction shader
Setup crystal prefabs
Made spawn handler preserve any prefab rotation
Pie menu sorting
Prefab warmup
Some missing files
Tweaking LOD distances of stairs
Adjusting foundation blocks test spheres for sidewalls
Texture readability improvements for metal and top tier
Updated all shirts and jackets for compatibility (first pass)
Apparently Plastic didn't want to check in this jacket before. Okay.
arrows no longer have a 100% retrieve rate
picking up items on the ground when you have a full inventory will no longer delete the item
small nerf to arrow damage
Updated hide poncho fit for compatibility
added code for flinching when player gets hit.
fixed some minor bugs with the impact special f/x
added animals flinching when attacked
Cleaned up left overs from splat count reduction
Added biome based terrain tinting; disabled color texture tinting (temp)
Added experimental cloud cover shadows
Cloud & cloud terrain shading
Unified tree mesh and decor modifiers
added custom foundation collisions meshes for wood and twig
Added crystals to spawning
Tweaked crystal materials and prefab settings
Removed some debug remote logging that never happens
Time of Day update to 3.0.2
Set the ingame date to the the current date when starting a server (only date, not time)
Signs 1x.05 and 2x1 early commit
Signs, final meshes with LODs and collisions
Updated how conditional models work, to keep up with Vince's 200 object skins
updated water footstep effect
Added a text surface and material to signs