33,188 Commits over 4,109 Days - 0.34cph!
Added terrain blend height fade out; .e.g. for tall rocks
VFace fix for leaf transmission; normals for inverted faces now point in the right direction
Fixed biome related color grading transition issues
Added support for textures with any encoding (e.g. RGBAFloat) to AssetStorage
Fixed not being able to click on chat avatar
Fixed not being able to scroll chat
Tweaked chat to be more visible in snow/sand
Fixed chat performance problems
Patched coarse heightmap generation back to original; tested proc and hapis, seems ok
Changed TerrainColors to accept runtime changes in TerrainConfig
Show resource costs on hammer tool
bone club fbx + mats + textures+ lods etc
Show costs on planner menu
Fixed custom ST shader compile path below sm30
Added Menu.Proxy attribute, refactored Menu attributes
Crafting a key from a key lock shows resources needed, disabled properly when not enough
Don't show rotation option is block can't ever be rotated
Fixed pie menu being behind tooltips
Fixed beltbar behind invetnory menu
Fixed loot/campfire/furnace panel sometimes missing when opening twice in a row
Added miner's hat model, textures, and prefab
some 3rd person animations for a handcuffed player.
miner helmet implementation
Adding scrap searchlight files (ready to go)
Fixed blendlayer not working; added very low quality mode for lod < 300
Fixed metal blendlayer sampling RG instead of RA
Disabled parallax occlusion and parallax offset by default; now a shader feature, requires toggle via shader keyword
Better Crafting - part 1 http://files.facepunch.com/garry/2015/May/27/2015-05-27_14-48-02.png
handcuffed holdtype meta files
Crafting queue http://files.facepunch.com/garry/2015/May/27/2015-05-27_17-19-43.jpg
Fixed early singleton initialization in standalone builds
first pass at reloading sounds
Reimport shaders on build if needed
Added anisotropy and parallax graphics UI options
Drastically reduced terrain and terrain-blend shader variant count; simplified shader LOD options
Added graphics UI logic for anisotropy and parallax
Skipping some complex code during SHADER_TARGET_SURFACE_ANALYSIS
Better shader error detection
Added alpha cutoff range; alpha cutoff now visible in material inspector again
Forgot to submit graphics tweaks UI prefab
finished all of the 3rd person handcuff animations.
tweaked some jump animations
merge from building lod atlasing
viewmodels and woldmodels for the flashlight and flare
special fx and sounds for the flare
added Anim events for the flare view model
horse / chicken ragdolls now have the proper skin as their living counterpart.