108,003 Commits over 3,867 Days - 1.16cph!
3rd person animations for player shivering (when he's cold, or he just got dumped by his girlfriend)
Renamed "Water Reflections" to "Water Quality" in tweaks UI
Fixed water2 on OSX/GL; also fixed border mesh disappearing on restart water
Added max bounds to water displacement [AMD freeze]
Added water1 fallback when Water Quality set to 0, water2 when 1 [AMD freeze]
Moving testtools to the editor folder
SQLite bindings + unit tests
Added sqlite to native libraries
Switch to built in analytics
Terrain parallax in bundled builds
DS Console text is different colour if server is debugmode
DS Console has current map name
Removed grid pattern from snow height map like the artist I am
Reverted world setup change that led to it being called twice when playing inside the editor
Another attempt to fix Unity terrain shader warning on startup
ProceduralObject NRE debugging
Updated community ent
NRE fixes
Updated error urls
Fix standard shader compiling to ps_2_0 instead of ps_3_0 on lowest lod
EAC compile fix (send help)
Cleaned up convar structure
Fixed status console command calling pool.status clientside
Replaced a bunch of horrible code with the new [CreateAssetMenu] attribute
Fixed item contents icons not always updating
Fixed more projectile firing performance problems
Tweaked large water catcher blueprint ingredients
Culling some clientside stuff out of serverside
Fixed batched mesh incorrect transform rotation on foundation.steps.stone
A couple of CLIENT ifdefs
Fixed players not being marked as developers properly
Better developer test for the console dev tools
Fixed graph UI being affected by image effects
Mining quarries are much stronger
Mining quarries can be repaired with hammer
fuel/output storage on quarries spew contents upon destruction
Mining quarry requires less metal frags to create
Mining quarry no-build/noplace radius reduced to 15 units instead of 20
Mining quarry works faster
chance for some areas to produce more stone
merged mining quarry into main, gulp
Updated research table panel to sideset confusion
all loot tables, phrases etc udpated
Damage balance
Slightly reduced damages from last week
Alt ammo types always better than standard in terms of damage
shotgun slug does lots of damage
fixed the normal map for the portable generator (thanks Bill/Vincent)
Reduced size of water collider because those insane scales really mess with its accuracy
Water bottle - start with some water
More building optimizations
Adding a lod in corrugated foundation.steps.top to mach number of lods in foundation.steps
Fixed shadow bug introduced by water2
Added small opt to update border mesh only on snap motion
Ocean material visibility tweak