108,210 Commits over 3,867 Days - 1.17cph!
fixed the scaling on the water footsteps
Fixing end corners spawning into adjascent pillars/walls
Arrows are cheaper and you get 2 per crafting session
2 shotgun shells per crafting session
Updated Rock Normal and overlay maps.
Make sure looping sounds continue playing when their gameobject is disabled and re-enabled
Fix missing sounds on a few in-world objects
Impact sound volume tweaks
Fix reverb falloff on gunshots not updating before the sound starts playing & optimize reverb/highpass falloff scripts
Backup before maybe ruining the terrain.
improved 3rd person walking with rifle.
tweaked idle animations for the rifle / torch / unarmed
new special fx for footsteps in water
Tweaked DecorComponent seed handling
Tweaked cliffs
Improved randomness of SeedRandom.Sign
removed culling from wall blocks lods
twig skin square/triangle floors dirt acumulation
Changed rock material adjustments from Start to Awake
some material blend tweaks
wood skin square/triangle floors dirt acumulation
Made all per-object decor randomizations fully modular
water footsteps stay on the surface of the water now
stone skin vertex alpha fixes stairs/ half block
metal skin square/triangle floors dirt acumulation
stone skin triangle floors dirt acumulation
armored skin square/triangle floors dirt acumulation
missing if CLIENT for new sound stuff
merge from main/soundrefactor
Finish up sound system refactor
Tree mats updated for new shader
Removed that 9th splat
Added detail overlay control for specular and smoothness
fixed bizzare bug where deployables on terrain would be removed if a building block was destroyed
urban pants are a little better
metal hatchet doesn't lose condition as fast
improved 3rd person animations for piackaxe
Merged ST2 (temp) shader changes into ST shader, removed ST2
torch is cheaper to produce
Experimenting with a new rock tinting technique (for smooth biome transitions)
balance of resource gathering, balance of building health
propagated the fix above to other low blocks
fixed wall.low wood not spawning a cornermesh properly with door block adjascent
added stone skin square floors dirt acumulation models and logic
vm bota bag - made drinking/ emptying/ collecting loopable anims
Scene stuff and material consistency
Added transmission boost (0..2) to ST shaders
Added temporary experimental ST shaders using Smoothness+Transmission instead of Specular+Transmission; "Rust/Nature/SpeedTree 2"
Updated riverside and roadside spawn filters