244,564 Commits over 3,898 Days - 2.61cph!
One final sound effect tweak.
Some sound effect tweaks.
skinning updates to the player naked torso / head
Fixed seekers not reflecting the sun correctly.
chnages to holdtype anims
changes to pickaxe world model. Added quick hammer world model.
Fixed some issues with collisions.
Added dymanic znear
Turn construct vision off when not holding a planner
Hide debug building skin squares
Seekers now bounce off the player realistically.
Particle Dictionary - cache prefab names (speed)
Bolt rifle material rename and tweaks. No longer uses skin shader.
Added foundation conditions
Added rigidbody to socket_handle
Foundation first draft, fixed wall collisions set to trigger.
Improved sounds and added some ambient music.
fixed hole in neck player mesh issue
Disabled PVT by default on Procedural Map, moving to a test scene for now
Fixed Amplify Motion shader compilation errors on d3d11_9x target
Made beartrap, furnace, sleepingbag craftable
Added railing component (low wall)
Minor tweaks to the terrain generator configuration
Enabled procedural virtual texturing in TestLevel_PVT (fully enabled) and Procedural Map (toggle in terraingen) scenes
Added end caps to wall, window, door components
Merged procedural virtual texturing
Preparing test level materials for merge into main
Voice recording HUD notification
Fixed voice playback not always working
Finished adding placeholder sounds.
Wolf corpse now gives animal fat
Simplified conditional models system
Added conditional edges for window, door
Moved water fog volume to the water layer
Moved clouds and auroras to the sky layer
Ensured that all decor objects are on the world layer
Added a dev layer toggle console commands
Rollback steam.inf change
Sync with GitHub for 7 Aug 2014
Procedural map fully supported and running procedural virtual texturing
Window piece was mistakenly overwritten, commited new prefab
changed the player animation state machine so each of the weapons have their own overlay sub state.
player animations for attack / deploy / reload while holding a rifle.