108,602 Commits over 3,867 Days - 1.17cph!
Small fix for projectile weapons not doing proper damage
stone spear uses wooden spear as a base
pickaxes work better against stone structures
axes work better against wood structures
animal fat icon updated
Eating a tin can gives you an empty can
smelting an empty can gives you metal fragments
balance changes for building protection
Don't show condition on blueprints
Fixed c4 collision layer
[editor] Disable collisions between server and client versions of the entity
Fixed missing collider on blue longsleeve tshirt
Fixed selected item info not updating
Fixed TestLevel splats getting cleared when running the scene
Fixed computer exploding when dragging stuff into a loot panel
Updated prefabs for multi-topologies
Added back input boxes for splat names to terrain atlas set inspector.
Changed atlas sets to 9 splats again
Fixed missing prefab reference in metal frame building scene
Updated monument scene prefabs
Updated all monument scenes to connect to roads
Added terrain to various monument scenes (now use auto height modifier and terrain anchor extraction)
Added hangar, brick building and metal frame building to monument spawning
Updated road costmap generation to correctly deal with multi-topologies
Split albedo+smoothness and normal+height into their components; only at Nature/Terrain/Textures for now
Nuked normal+height and normal+height_generated textures and TerrainNormalMap processor tool
Modified atlas generator to support the extra textures; still backwards compatible
Fixed menu scene and related legacy4 (deprecated) shader to look half decent
Made rocks set their topology additively
SpawnFilter can now filter for both allowed and required topology types
Fixed gathered resource being awarded to the weapon instead of the player
Fixed bug with how condition is saved/loaded, leading to wrong condition displayed on client
Made summit height value depend on latitude
Prevented powerline poles from spawning on road by chance
Fixed terrain modifier placement being slightly off
Added some scattered bushes to the roadside
Made PathFinder reuse its visited map
Added Gibbing (tier0 wall only right now)
Updated player wounded fbx
Replaced old placeholder path texture with a color adjusted version of the new dirt texture (for now)
Applied updated sand texture smoothness, specularity and height to atlas
Fixed UI voice icon getting stuck on screen
Can repair building blocks with hammer (costs resources)
Made the weapon code more linear
network protocol++
Fixed bug in normal atlas gen
Improved path cost calculation and path smoothing
Added the appropriate topology modifiers to land rock decorfor paths to avoid them
Fixed terrain texture flicker/artifacts on legacy terrain shader
Fixed array index error in AmbienceManager
Fixed TerrainMap.ApplyFilter flooring the upper bound
Moved coordinate normalization utility methods to TerrainMeta
Exposed bridge height level in TerrainPath
merge into main :
minor rebalance of condition
melee tools now get damaged faster when hitting the 'wrong type' of resource i.e. axes will break faster hitting ore
melee tools now gather resources faster if it's the 'right type' p.s. may have broken game & suck at plastic