199,294 Commits over 4,140 Days - 2.01cph!
Reapplied fixes from commit 6783
Updated skinning on head2
fixed bow being held in the WRONG hand
fixed the mecanim having hundreds of unnecessary state transitions.
Reverting all FreeType changes, this isn't worth it
Reverting NWVars to the old system
Disabling graph in FPs graph (because it hurts FPS, badly)
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Fixed trees not spawning
Made FPS less guessy
Fixed player model LOD warnings
Tweaked building LODs
updated the animal skins to use the PBR shader
consuming plays appropriate sound effects
can only eat every 2 seconds + predicted locally
max caloric regen restricted to 60 hp + 40hp * comfort
fix bug introduced with prediction
slightly lowered SSAO effects
consuming plays appropriate sound effects
can only eat every 2 seconds - prevents food spam mid combat (temp fix)
max caloric regen restricted to 60 hp + 40hp * comfort
shooting or aiming projectile weapons will stop sprinting (instead of not being allowed to do those actions when sprinting)
pressing sprint when autosprinting will disable it
Nerfed salvaged hammer - Had old melee values in it with a range of 1.8, also made more expensive
balanced stone pickaxe
bandages cheaper
nerfed pump shotgun (used to do 300 damage per shot, Wowzers)
Fixed OSX/GL shader compilation errors; fixed parallax
Completed switch to 2x4 terrain control on legacy shader set
Added particle accum layer to terrain blend shader; deprecated base layer AO
Log terrain map allocation sizes
Fixed a gazillion missing materials on autospawn rock prefabs, cave_small and river source
Made non-unique folder meta file GUID unique
Removed some missing script references
Replaced gamma hack darkening with ISO effect
Stone/Metal foundation fix
Wood breakable meshes & prefab integration
Removed TerrainTexture and TerrainOverlay constant containers
Added TerrainSplat.TEXTURES and TerrainSplat.OVERLAYS masks
Added new lighting changes for test court, added new caterpillar tracks idle anim, added additional foliage to scene
- Monster arena gameplay work
- Patcher enemy tweaks
- Patcher glue now ignores walls
Fixed DMenu's non self deleting submenus not opening in some cases
Updated TTT to its latest version
brightened up wild west court a bit, tweaked lighting levels to be more like test court
tweaked DOF to not obscure the players or the court
- Increased size of patcher's glue attack
- Patchers fire rate changed to 0.4 from 0.2
tweaked court shader on wild west, swapped dirt and clean maps around so it's concrete as a base
Removed PlayerState bullshit, uses BaseCombat bullshit instead
Fixed server sometimes showing wrong IP address for client
tweaked DOF on wild west court to match that of test court
Twig breakable meshes & prefab integration
Playing around with ball physics
Compress terrain biome texture in VRAM
Don't create terrain alpha texture mip maps