123,855 Commits over 4,171 Days - 1.24cph!
Some missing files
Tweaking LOD distances of stairs
Adjusting foundation blocks test spheres for sidewalls
Texture readability improvements for metal and top tier
Updated all shirts and jackets for compatibility (first pass)
Apparently Plastic didn't want to check in this jacket before. Okay.
arrows no longer have a 100% retrieve rate
picking up items on the ground when you have a full inventory will no longer delete the item
small nerf to arrow damage
Updated hide poncho fit for compatibility
added code for flinching when player gets hit.
fixed some minor bugs with the impact special f/x
added animals flinching when attacked
Cleaned up left overs from splat count reduction
Added biome based terrain tinting; disabled color texture tinting (temp)
Added experimental cloud cover shadows
Cloud & cloud terrain shading
Unified tree mesh and decor modifiers
added custom foundation collisions meshes for wood and twig
Added crystals to spawning
Tweaked crystal materials and prefab settings
Removed some debug remote logging that never happens
Time of Day update to 3.0.2
Set the ingame date to the the current date when starting a server (only date, not time)
Signs 1x.05 and 2x1 early commit
Signs, final meshes with LODs and collisions
Updated how conditional models work, to keep up with Vince's 200 object skins
updated water footstep effect
Added a text surface and material to signs
Fixed various cases where the river mesh could overlap itself
Signs text surface should now share the normal map UVs of underlaying wood
brightened the watersplash effect.
improved the 3rd person running animations for pistol/rifle/rock
You can remove unlocked locks from doors
fixed some warning msgs regarding flinches
each strike with eoka increases chances next strike will make it fire
autosprint after 2 seconds
added flinches for bear and some more flinches for human.
Deploying non buildingblock entities with planner tool