127,175 Commits over 4,109 Days - 1.29cph!
added loot_crate_B files.
Block grades
Hammer menu
Block flipping
Block upgrading
Seperating skins from blocks
Two sided window/wall, two sided foundation
Made entity parenting a bit more bulletproof, error throwing
protocol++ (forcing clean servers)
Removed the rustle triggers on all of the resource trees (the ones on the decor are fine, but they're still not triggers @petur)
Removed damage indicator that was embedded on the main camera for some reason
added fishing_rod_w prefab.
added 3rd person fishing_rod animations.
tone down the melee idle animation so it doesnt look like a 20 year old on ecstasy.. Now he looks like an 80 year old on valium..
Don't send group < 0xf777 errors to the html console
Updating tree prefabs with their right prefab names
Protocol++
Missed some rustle colliders
Tweaked creation order of loaded entities
Made the error handling if Steam is not running a bit more sane in-editor
Made the editor pause if the standalone application quits
Moved all trees to the tree layer and all decor to the world layer
Added dev.shaderlod for future performance experiments
adjusted the 1st person camera sway motion for a bunch of view weapon attacks
Switched all terrain shaders to future proof PBS surface shaders
Removed all intermediate standard/universal custom code and built-in overrides
Fixed quit not working (stupid find & replace)
Updated Terrain-TestLevel-Nicerblend to use new standard-based terrain shader
More building block conversions
Converted remaining elements to new system
Fixed placement guide not working
Initial stats balance for building components
Time of Day update to 2.3.1 prerelease 5
Fixed a few skinning issues. Updated the tshirt material to use more than just a diffuse map.
Health Creeper
Strip CommentComponents
Removed InstanceCounted baseclass
Added refresh to the decor and grass component context menus for runtime tweaking
Fixed AI being disabled in the main procedural scene
Demolish option
Warnings/Errors when SkinnedMeshCollider has invalid/missing mesh
Increased animal run speed
Made prey animals avoid predator animals
Properly setup the rustle triggers on all bush prefabs
Changed flower clutter shader to the double-sided foliage one
Terrible looking health bars
Cleaned up and reorganized terrain shader code; particularly the atlas part
Removed more obsolete terrain shaders
Updated prefabs + game manifest
Made Tools->Update->Prefabs never fail
Fixed temp code left in terrain shader
Added 4 levels of dev.shaderlod => 0, 100, 200 and 300 (in prev commit)
Made conditional models work with new build system (wip)
Simplified usage of model conditions
Added condition models for wall/window/doorway corners
Added terrible looking overlay on building low health (removed health bars)
Building block placement and upgrade costs
Overlay tweaks, foundation conditionals
Added a few more shader LOD modes to terrain shader, from 100 to 600; one for each quality mode
Added bicubic filtered splat control samples for highest quality mode
Fixed a few older menu scene materials
Reverted some atlas terrain material parameter values
Pie menu defaults, fixed key repeating