110,878 Commits over 3,897 Days - 1.19cph!
Added climate prefab to TestLevel
Increased overall brightness of the night with full moon
Fixed window bars not deploying
More planner guide debugging
Hacked the floors and foundations to be failsafe
Terrain map memory amount report fixes
Ragdoll tweaks
Planner guide switching debug
Fixed lighthouse LOD group component
Attempt at missing script fix
Re-committing LegacyLevel scene
Adjust znear if in-eye view or viewmodel
Upped default max gib count
Sort conditional models queue by distance from the camera
Fixed the wall.dorrway.wood block missing LODs
Fixed a case where stairs block prevents floor spawn
Fixed some missing scripts
Fixed some icons not showing on crosshair info
Added some missing icons
Removed unneeded code
Rebuilt wall.doorway.wood (broken merge?)
Added missing byte to float conversion to biome texture generation
Further optimizations on stairs blocks lods
Removed TerrainNormalMap (get normals from TerrainHeightMap on the fly, height map also stores normal texture now)
Removed the need for normal map decoding at level start (no more need for texture decompression hackery)
Fixed not playing wounding animation when crouched
Reduced health of twig blocks
Fixed guide sometimes not changing when using bluepint
Reduced chance of surviving a wounding
Added lods on two halfheight blocks
-fixed stone pickaxe not playing the hit_attack animation
fixed some bugs with the view model hatchet "hit_attack" not playing
Bullet impact volume tweaks
Less pitch variation on gunshots
improved the flinches for the horse and stag
forgot one thing in this bad boy twig
merge from building_skins2
Fix for the invisible floors issue
Added some lightweight compression to a couple of terrain maps
Merging wounded stuff into main
reduce mouse sensitivity on wounded
Snow is no longer treated as an overlay
Metal breakable meshes & prefab integration
Top Tier breakable meshes & prefab integration
Added skeleton flags
Define which types of attacks/damages cause a wounding