34,522 Commits over 4,232 Days - 0.34cph!
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.
checking in some meta/fbx files
Fixed bone knife animation fuckups
Fixed having to hold USE to pickup - instead of tapping
Fixed not being able to pick up some items at weird distances
Dropped arrows are arrows
Arrows stick in stuff properly
Arrows that are stuck inside a player/npc properly transfer to its corpse
Fixed a bunch of weird parent position stuff
speedtree animateCrossFading = 1
Fixed not shutting down EAC properly
Scrap ceiling light, ~~all the files
reducing ceiling light textures sizes to 512
Merge from terrain-improvements-2 (procgen8 + hapis3)
Fixed time not progressing
Flowers are lighter to render, better lit, and don't have a terrible outline.
Fixed roads being slightly *too* random (i.e. different every time you connect to a server)
Network++
Save++
Less shitty forest clutter. Autorock tweaks. Flower and fern spawntable tweaks.