110,875 Commits over 3,897 Days - 1.19cph!
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
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
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
Stripped out all the Realm bullshit (and there was a lot of it)
Looting a corpse will now show the dead player's name
Made EntityRef more Realm friendly
Added ability to override single splats for faster splat tweaking iterations
Refactoring and optimization
fixed some errors on the bandage animations.
Adding all the textures for the corrugated building skin
Simplified player belt code
Aded fail safe to viewmodel holstering
added missing recoil to shotguns (whoops)
properly implemented projectile drag coefficent
added missing recoil to shotguns (whoops)
properly implemented projectile drag coefficent
Cleaning/Refectoring
Network protocol++
Forgot terrainBindShaderProps execute in edit mode
Gibs for the tier1 wall block
Removed terrainPaint from testlevel terrain; added temporary script to bind necessary shader properties instead (both edit & runtime)
Cleaned up legacy terrain shader from terrainPaint specific stuff; keeping important changes on the legacy-terrain branch for now
Minor patch to TerrainSplatMap so it doesn't blow up with zero splats
Tweaked how rich text is sanitised from chat
Decoupled camera angles from viewmodel angles
Fixed chat not hiding when switched off in F2 menu
Fixed server compile error
Fixed icons staying on screen if starting to drag while already dragging (using alt mouse buttons)
Disabled chat debug spammer :0
Removed shadow/outline from chat to fix perf issues