33,213 Commits over 4,109 Days - 0.34cph!
Allow BaseCombatEntity to override the default impact effect
Add unique impact sound to barrels
replaced terrible thompson xylophone sound
Switch BaseCombatEntity impact override to GameObjectRef
Added GetItemOptions for @helk
Moving decay.cs out of root
Can't repair building parts under attack (fixes defensive exploit)
created world LODs and worldmodels for f1_grenade / hammer / salvaged_hammer
radiation overlay maxes out at 100 rads instead of 500
Loot panels display proper names of objects you are looting, including alive players
fixed trash cans culling a little too early
created LODs and worldmodel (drop) prefab for hatchet / salv. icepick / boneknife / lantern
Added double sided clothing shader. Added burlap headwrap 1 of 2.
Fixed some naming convention issues
Added metal physics material to metal armor
implemented burlap headwrap
fixed all impact effects not showing up on objects that take damage
created LODs and worldmodel (drop) prefab for pickaxe / stone & wood spear / stone pickaxe
Added vince to the devlist
Builder show eac_hashtool errors
merge from barricades branch
an eac_hashtool that doesn't tell lies
an eac_hashtool that doesn't do stuff for your own good but then fucks it up and makes it worse
grenade usability updates, better effects
lowered grenade light radius
repair bench pivot fix, I hope.
lowered thompson rate of fire a bit
Added optional screen space based water, enabled by default; reduces precision requirements; fix for issue #29
Explosions raycast so you can take cover from them now
+ c4 won't destroy all the boxes in someones house when placed on the outside
3 new heads fbx's, prefabs + materials
Reverting screenspace water
bunch of world models for salv. axe/ hunting bow/ eoka pistol / thompson / and more..
Changed the burlap headwrap to use the standard shader. Also fixed some shading errors on the model
imporoved the bandage other animation so it's longer and matches the bandage self anim.
tweaked the blending for the salvaged axe animation.
Network proto++
Added horse animal
Lowering sign resolution (crash test)
Fixed pillar render distance #118
shaderlod now targets only specific shaders
Speedtree perf lockdown
- Automatically try to set the tree LODs (unification)
- Make sure all Speedtrees are labelled Speedtree
- Disable Smooth LOD transitions (perf test)
- Set Alpha Cutoff properly
- Switch shader to defaults (invert this when we're ready)
- Limit billboard texture size to 1024, disable mipmapping
- Force tree networking global (fixes pop in on some trees)
- Force tree layer to Trees
- Inverted TreeMesh placeholder behaviour