110,877 Commits over 3,897 Days - 1.19cph!
chicken running / attack animations; Twerked the chicken walk animations a bit.
Cleaned up some of our filthy art folders
Fixed various missing / broken materials
Deleted UniversalMarmoset as it's broken (plus, I think the b13 shaders are supposed to look more like marmoset anyhow?)
Deleted empty folders, outdated prefabs, etc.
Tweaked wall sockets so you can place walls next to a block/stairs
Remote logging now uses production logging server.
Made LightLOD client-only
Added server.worldsize (allowed to be between 2000 and 8000 for now, defaults to 8000)
Removed ProceduralSmall level (use server.worldsize)
Strip TreeMesh from server builds
Merging structural integrity experiment into main
Unstable blocks fall
Show block stability tooltip
Changes from generate.bat as requested by Andre
Added levelSize to Messaages.Approval
fixed a few more cases of the footsteps being played multiple times.
fixed the bug with the crouch --> run transition creating multiple footstep sounds/effects.
fixed a bug with the 3rd person melee animation blend going from stand --> run.
Player metabolism is now sampled and remotely logged.
Increased shadow bias as far as possible without disconnecting it from walls at sunrise and sunset
some chicken anims for walking / eating.
Added LightLOD component to lanterns, campfires and furnaces
Fixed lantern and cupboard being pink on b13
Changed terrain edge falloff distance to absolute world units to get rid of super steep terrain edges with smaller terrain sizes
Added the cliff texture to underwater splat mapping
Enabled terrain map post-processing
Tweaked some decor densities that have been somewhat off due to the weekend changes
Disabled terrain generation threading in-editor again (still seems to be unstable from time to time)
Protocol++ (network + save)
Fixed DDraw not drawing colours
Block pinning experiment
Made Parallel.For work properly with non-power-of-two index ranges
Re-enabled threading in-editor (update to b13 if you want to run the terrain generator)
emmisive open and closed textures
Bad stuff happens if-buildTo doesn't end with a slash
3rd chicken skin variation
Also copy all the bullshit to the -buildTo folder
Removing timestamp from GameManifest
Made tree mesh placeholders spawn whenever the loading screen is invisible
Made tree prototypes rebuild whenever they are out of sync
Made tree mesh placeholder child objects get moved to the correct layer
Seperate server build fuckup
Fixed -builtTo command line fuckup
Splitting server debug build
Allow building to specific folder if command line is set
Log when official sever is rejected because it's not on the whitelist
Fixed pink viewmodel arms on b13
Fixed server compile error
Fixed that all rocks looked like metal in b13
Made my iceberg fix slightly less ghetto
Fixed icesheets being pink
Ghetto fixed icebergs being super shiny
Manually added temporary colliders to the snow trees as they are missing in the speedtree files
Made unused components on placeholder tree objects get deleted
Refactored decor system for better cross-frame load distribution and faster refreshing
checking in new lods, transition should much smoother.
Added dev.culling <layername> <distance>
Putting tom's keypad on the code lock