110,878 Commits over 3,897 Days - 1.19cph!
Gib files for some of the placeable objects/loot objects.
Added missing SpeedTreeImport script
Sign text is now single line only (Unity hates dynamic content http://goo.gl/ZofrPD)
Missing horse corpse prefab
Speedtree perf lockdown
- Automatically try to set the tree LODs (unification)
- Make sure all Speedtrees are labelled Speedtree
- Disable Smooth LOD transitions (perf test)
- Set Alpha Cutoff properly
- Switch shader to defaults (invert this when we're ready)
- Limit billboard texture size to 1024, disable mipmapping
- Force tree networking global (fixes pop in on some trees)
- Force tree layer to Trees
- Inverted TreeMesh placeholder behaviour
shaderlod now targets only specific shaders
Fixed pillar render distance #118
Lowering sign resolution (crash test)
Network proto++
Added horse animal
imporoved the bandage other animation so it's longer and matches the bandage self anim.
tweaked the blending for the salvaged axe animation.
Changed the burlap headwrap to use the standard shader. Also fixed some shading errors on the model
bunch of world models for salv. axe/ hunting bow/ eoka pistol / thompson / and more..
Reverting screenspace water
3 new heads fbx's, prefabs + materials
Explosions raycast so you can take cover from them now
+ c4 won't destroy all the boxes in someones house when placed on the outside
Added optional screen space based water, enabled by default; reduces precision requirements; fix for issue #29
lowered thompson rate of fire a bit
repair bench pivot fix, I hope.
lowered grenade light radius
grenade usability updates, better effects
an eac_hashtool that doesn't do stuff for your own good but then fucks it up and makes it worse
an eac_hashtool that doesn't tell lies
merge from barricades branch
Builder show eac_hashtool errors
Some rework on a gib mesh
Added vince to the devlist
updated the current barricades with gibs and lods, updated collisions paths
created LODs and worldmodel (drop) prefab for pickaxe / stone & wood spear / stone pickaxe
fixed all impact effects not showing up on objects that take damage
Added metal physics material to metal armor
implemented burlap headwrap
Fixed some naming convention issues
Added double sided clothing shader. Added burlap headwrap 1 of 2.
created LODs and worldmodel (drop) prefab for hatchet / salv. icepick / boneknife / lantern
radiation overlay maxes out at 100 rads instead of 500
Loot panels display proper names of objects you are looting, including alive players
fixed trash cans culling a little too early
created world LODs and worldmodels for f1_grenade / hammer / salvaged_hammer