130,538 Commits over 4,140 Days - 1.31cph!
merge from main/riversound
Tedious resource prefab updates, fixing some minor issues in the process
prevented player from flinching in his sleep
tone down the view rotation when attacking with melee weapons
River splat mapping tweak
Concrete bullet decals
Profiling
PrefabProcess always stores the prefab in a disabled state
Disabled steam auth timeout in editor
WIP - sounds added, trigger working, trigger added to temparate field bushes
Decal layer masks
Fixed stone constructions being made out of wood
Stone roof/Wood roof ~
Moved to new slope, added a global LOD, Added Gibs
Removed some deprecated code from SpawnFilter
Tweaked prefab mountain scale
Retired the concept of overlay splats (there are smarter ways)
Added generic versions of the rock materials (those are the ones that will be parameter-adjusted using property blocks)
Rock prefab updates and tweaks
Terrain raycast tweaks
Twig roof new slope, added a global LOD, Added Gibs
fixed an incorrect lod switch
Fixed `server.seed 111111111` resulting in seed `111111112` and various related issues
New repair bench check in.
Smoothened river mesh slightly
Prefab scene placement updates
Forest splat mapping tweaks
Decal timeouts
Metal bullet hit decals
Metal roof new slope, added a global LOD, Added Gibs
Other fixes
Grassland splat mapping tweaks
Unhid the underside mesh of floor.triangle.twig
Merged decals branch to main
Toptier roof new slope, added a global LOD, Added Gibs
Allowed resources to spawn on rocks that are part of the terrain
No longer prevent resources from spawning on decor topology
Optimized resource spawning, especially the initial spawn wave
Tweaked forest sizes
Allow full range of FOV slider to actually be applied
Updated some clothing items for compatibility. Updated some materials in the Shader Test scene.
Added a bunch of materials for the Shader Test scene. Added the clothing shader. Added some missing meat models.
building damage particle giblets ( wood / stone / metal )
Gibs now have physics material setting
UnityAnalytics event with frame timings