110,878 Commits over 3,897 Days - 1.19cph!
tone down the melee idle animation so it doesnt look like a 20 year old on ecstasy.. Now he looks like an 80 year old on valium..
added fishing_rod_w prefab.
added 3rd person fishing_rod animations.
Removed the rustle triggers on all of the resource trees (the ones on the decor are fine, but they're still not triggers @petur)
Removed damage indicator that was embedded on the main camera for some reason
Made entity parenting a bit more bulletproof, error throwing
protocol++ (forcing clean servers)
Block grades
Hammer menu
Block flipping
Block upgrading
Seperating skins from blocks
Two sided window/wall, two sided foundation
added loot_crate_B files.
added loot_crate_A files.
Added built-in standard/universal cginc dependencies to avoid surprises in the future
Updated custom standard/universal-based shaders for b12; also works on b11
Adding lods for the smoke stack, hopefully in the right place this time ;)
view model fishing rod sound effects.
fishing rod animations (catch fish / catch nothing)
Stripped out building block levels, levelling up, building, build proficiency, demolish proficiency
Added vm bob to bone knife prefab
tweaked bone knife vm anims
updated smokestack just need to lod and add foliage.
Pie menu placeholder sounds
Added description, icon to entity menus
Icons +desc for tool cupboard, locks and door
Fixed the bad ambient light and smog.
Some placeholder building component icons
Fixed error getting missing translations
Deleted missing prefabs in TestLevel
Updated engine phrases
Merged pie menu branch into construction2
Added in-engine translation class
Made PieMenu replace Context Menu
Fixed Icon Updating
Fixed Item phrase updating
Stripped HTML context menu
idle / holster / deploy animations for the view model fishing rod
tweaked bolt rifle vm deploy anim
Added mesh position offset to grass system
Added (but disabled) post processing step to terrain generation (e.g. per-splat or topology height offsets)
Made TerrainMath.GetSplatMaxIndex(...) favor overlays over normal textures
Added tool cupboard
Added player flags
view model fishing rod rigged up and testing some animations.
Tree colour tweaks, to match the grass better.
Changed every non-arctic forest. Added FoliageTrigger PH script. Tweaked sky and spawn handler settings. Probably broke something of Andre's stuff too.
Added support socket
If socket is rotatable, rotate until find valid placement
pillar prefab
updated player weapon idles ( rock / pickaxe / bow / rifle / pistol / spear )
New block socket
Made it so sockets can be set as rotatable
Raised floors/foundations 5cm
Backing up before I wreck shit.
Building component level transitions