108,036 Commits over 3,867 Days - 1.16cph!
Cleaning/Refectoring
Network protocol++
Forgot terrainBindShaderProps execute in edit mode
Gibs for the tier1 wall block
Removed terrainPaint from testlevel terrain; added temporary script to bind necessary shader properties instead (both edit & runtime)
Cleaned up legacy terrain shader from terrainPaint specific stuff; keeping important changes on the legacy-terrain branch for now
Minor patch to TerrainSplatMap so it doesn't blow up with zero splats
Tweaked how rich text is sanitised from chat
Decoupled camera angles from viewmodel angles
Fixed chat not hiding when switched off in F2 menu
Fixed server compile error
Fixed icons staying on screen if starting to drag while already dragging (using alt mouse buttons)
Disabled chat debug spammer :0
Removed shadow/outline from chat to fix perf issues
ore armor
shotgun pellet drag
Fixed inventory perf issue (especially apparent when firing a weapon)
Pressed a bunch of buttons on TestLevel until it stopped making Terrain errors
Made spanning tree handle multiple passes in a nice way
Added DecorUtil class (methods for easy spawning of decor)
Added powerline placeholders to roadside
Made roads generate cliff topology if required when modifying the terrain around them
Improved edge fadeout of terrain map area modifiers
Backup before I break shit.
fixed bug with shotgun holster animation playing by default.
Fixed scrollwheel stopping at broken items or non holdable items (food)
pump shotgun fire delay matches pump speed
made sure all of the weapons had the "dryfire" state
shotgun controller tweaks
only send condition when full integer changes
added projectile thickness for arrows & pellets
unrepairable items that break are now destroyed
fixed a few crashes
added pump shotgun
save protocol++ (condition system)
Fixed bug in normal atlas gen
Checking in missed textures for the longsleeve tshirt
Renamed some functions, guns now lose condition when fired
added condition vars to a bunch of items
Fixed blend masking shader limits
changes for server to know when broken
Holding Alt looks behind you
Changed _placeholder normal import settings
Added support for that 9th splat; blend mask is currently disabled due to shader limitations
Fixed spawn filter of clutter flowers
Fixed lighthouses spawning underwater
Added speaker settings to F2 (but Unity doesn't let you switch speaker modes at runtime yet, so they're hidden)
Merged modular procedural generation from main/roads
Protocol++ (network + save)
Made procedural generation fully modular (for exact control over the step order)
Made static decor and monument placement part of the modular procedural generation
Simplified decor system (now only used for dynamic clientside clutter, as it should be)