110,890 Commits over 3,897 Days - 1.19cph!
Signs text surface should now share the normal map UVs of underlaying wood
Fixed various cases where the river mesh could overlap itself
Added a text surface and material to signs
updated water footstep effect
Updated how conditional models work, to keep up with Vince's 200 object skins
Signs, final meshes with LODs and collisions
Signs 1x.05 and 2x1 early commit
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)
Removed some debug remote logging that never happens
Added crystals to spawning
Tweaked crystal materials and prefab settings
added custom foundation collisions meshes for wood and twig
Unified tree mesh and decor modifiers
Cloud & cloud terrain shading
Added experimental cloud cover shadows
Cleaned up left overs from splat count reduction
Added biome based terrain tinting; disabled color texture tinting (temp)
added animals flinching when attacked
fixed some minor bugs with the impact special f/x
added code for flinching when player gets hit.
Updated hide poncho fit for compatibility
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
Apparently Plastic didn't want to check in this jacket before. Okay.
Updated all shirts and jackets for compatibility (first pass)
Some missing files
Tweaking LOD distances of stairs
Adjusting foundation blocks test spheres for sidewalls
Texture readability improvements for metal and top tier
Pie menu sorting
Prefab warmup
Added basic refraction shader
Setup crystal prefabs
Made spawn handler preserve any prefab rotation
hands and feet prefabs + fbxs
Missing construction renderer ~
metal tier distance tweaks
merge from building_skins2 - All the lod stuff
merge from main and stuff
Top Tier skin tier LODs and setup in prefabs
~~ Some distance tweaking
PrefabAttributes/breaking everything