111,829 Commits over 3,928 Days - 1.19cph!
-merge into main-
researching items calls CollectedForCrafting (mods/ammo comes out)
Researching added
Temp Blueprints added
research table unlocks at level 10
large wood storage unlocks at level 9 (was 10)
-Added research paper
-use research paper to increase success chance
-earn multiple one-time use blueprints when successfully researching an item (based on type)
rebuild loot panels
phrases
touched a bunch of prefabs
final
researching items calls CollectedForCrafting (mods/ammo comes out)
Researching added
Temp Blueprints added
research table unlocks at level 10
large wood storage unlocks at level 9 (was 10)
-Added research paper
-use research paper to increase success chance
-earn multiple one-time use blueprints when successfully researching an item (based on type)
rebuild loot panels
phrases
touched a bunch of prefabs
Added deferred mesh decal renderer to main camera prefab
Modified sphere_tank decal material and renderer to use deferred mesh decals
Removed a few shitty bird stings and cricket loops
Better volume balance and general polish on ambient sounds
Less ear-piercing hitmarker sound
Better, more varied bullet flybys and ricochets
Don't play a million ricochet or impact sounds when shotgun blasts hit the ground
More woody knock and less tearing on tree impacts
Footstep polish and consistency
Bush rustles have a lot shorter fade in and sound more natural
Misc small sound tweaks, volume balance, and polish
Cleaned up rust/std decal specular
Added rust/std decal metallic
Touched shaders affected by fix in prev commit
Fixed legacy decal shadow when dealing with non-directlight shadows
Moved multicopy from water2 to shared resources
Added proper support for deferred mesh decals + overhead.. to replace decal shadow hack
Added rust/std decal spec shader
Server side interaction checks for everything
Increased rifle and pistol projectile base damage from 40 to 50
Reverted climate.cs and applied fix
Merge from main to fix the brightness bug.
Revamped the graphics overhaul lighting, for all hours of the day.
Includes a "bright" full-moon night that maybe deters gamma cranking.
baseline - this is the one
garbage idea but maybe someday
part2 of fixing darkening issues
Fixed messed up terrain-mesh blending after fullscreen toggle (possible other issues too)
part1 of fixing darkening issues
Changed some pooling console commands
Added meleedamage, arrowdamage, bulletdamage and bleedingdamage server convars
Added meleearmor, arrowarmor, bulletarmor and bleedingarmor server convars
Doubled projectile radius of shotgun buckshot and handmade shells
Scene view synced Camera script
Wood timber trims textures
Light fixtures prefab tweaks
Merge from entity_pooling (disabled)
Entity pooling is disabled by default on the client and the server
Construction skin pooling is disabled by default on the server
ProjectVersion / ProjectSettings auto updates
Combat log also contains rejected attacks (including reason for rejection)
Clamp AH projectile and melee tickets
In the editor, keep separate prefab pools for client and server
Added admin printinput and printhead console commands
Weapon LOS checks now use client side projectile start position (after verifying that it's valid)
Added additional line segment to projectile and melee hit LOS check
Added additional info to log when rejecting projectiles for LOS violation
Added vis.lineofsight convar
Added vis.protection convar
Sewers to vents blocks, added spiral stairs to climb up the vents
Military tunnel backup
Plugged a few gaps in tunnel blocks
Applied settings from save.
Less depressing grass colors.
Bed mattress doesn't look like it's wrapped in pee plastic.
military tunnel re-work
tunnel blocks update, added collapsed tunnel end
Ore spawn compensation, based on Alistair's figures.
fixed slight hitching on the double shotgun viewmodel animations