32,250 Commits over 4,048 Days - 0.33cph!
Suddenly a few more shader variants appeared... okay.
Shader preloading with ShaderVariants asset (Shader.WarmumAllShaders only preloads the current scene and loaded resources)
Startup crash on OSX debugging
Wait two frames after updating UI in bootstrapping (this is required in the terrain generator, so probably also here)
Tweaked path texture scale
Removed deprecated terrain shaders
Added Material Keyword Cleanup tool; will execute in a few hours
Removed override keywords from standard-terrain; so it doesn't upset unity shader compiler
TerrainTexturing now passing TerrainMeta instead of terrain to PVT_Param
some tweaks to the turn in place animations
added some code to show the player shuffling his feet when he's turning on the spot (we've finally achived NEXT GEN status !!)
setup the gib script so it points to the correct gib special fx
fixed a bunch of errors with the viewmodels missing some animations
optimized the building destruction special f/x
Fixed some missing references in BuildingTest
Getting the material from TerrainConfig in TerrainTexturing
Fixed missing terrain material in TestLevel
SpeedTreeCleanup: Fixed some special cases
Merge from terrain-improvements
new tracer effect
lowered rate of fire for some weapons
Hide blueprints when looting
Can drop items by dragging them outside of the inventory
Assigned the collision mesh overrides to foundation, foundation.steps, foundation.triangle to use the custom collision meshes made last week
Fixed smoe missing materials
replaced fps.graph with perf
setting perf to 2 will show more details
UnityAnalytics event with frame timings
Gibs now have physics material setting
building damage particle giblets ( wood / stone / metal )
Added a bunch of materials for the Shader Test scene. Added the clothing shader. Added some missing meat models.
Updated some clothing items for compatibility. Updated some materials in the Shader Test scene.
Merged decals branch to main
New repair bench check in.
prevented player from flinching in his sleep
tone down the view rotation when attacking with melee weapons
merge from main/riversound
bleeding *actually* stops when you are wounded now
beartrap more likely to wound
Furnace provides comfort
Fixed bug where a tool cupboard placed too close to a wall would prevent other blocks from being placed closeby
Dead players provide no comfort
Sleeping players add half comfort
Never wound while sleeping
bleeding stops when wounded
Added Ionic.Zip dependancies
Fixed reporting the same crash twice