110,890 Commits over 3,897 Days - 1.19cph!
Edited stone hatchet wm prefab
Added temp stone hatchet world model ( No lods as new stone hatchet is currently being modelled)
Fixed being able to build on unbuilt triangular frames
Fixed walls/railings placed on triangles facing inwards instead of outwards
Added new spawn filter category: topology
Fixed ores and northern field trees spawning on mountain summits
Allowed trees to spawn on mountains, as long as they're not high enough for snow
Re-added rock clutter on dirt
Increased the number of bushes in open fields
Fixed stone hatchet having broken holdtype
Fixed sleeping bag owner id not surviving a load
Fixed hammer hitting slow
Fixed all compile warnings (apart from inconsistent newline bullshit)
Removed some unused shaders
Added script to find unused shaders (which is mostly useless)
Dropping items now uses player eye angles properly
Fixed prefab warning when prefab has caps in name
Don't report each attack (performance)
Fixed not being able to walk up stairs (made collider convex)
Fixed craft cancel refund dupe exploit/bug
Updating native libraries (should fix linux issues)
Slight adjustments on forest 5 and 6.
Updated native plugins
Terrain heightmap feature size scales with inverse of frequency
Terrain heightmap generation now supports per-biome settings (will be useful in the future)
Tweaked biome distributions
Improved biome transitions
Tweaked terrain splatmap
Tweaked forest size and frequency (not final, it just broke with the noise algorithm update and I had to do some adjustments)
Protocol++ (this means servers have to restart - you can stop asking me now)
Forest 5 spawning again. Pretty crappy at the moment, but not for long.
Fixed the desert grass tone
Added ~6x faster native PVT pre-pass rendering path with managed fallback; waiting for native binaries
Added ~5x faster native AmplifyMotion skinned motion calc path with managed fallback; waiting for native binaries
Merged a few bugfixes from Amplify Motion 1.3.0; scaled auto worker threads to half
Added debug overlay properties to PVT_Control; removed related ad-hoc code from runtime
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added muzzleflash effects to the eoka / revolver / pipe shotgun
tweaked several of the effects for a bunch of weapons; fixed exposed polygons for some of the pipe_shotgun animations.
Made OSX plugin bundles only get distributed with OSX builds
Improved the snow blending.
attack animations for the salvaged ice_pick
Updated the rock inventory icon. That's great. This game will be good now.
Made the wood yield from a tree proportional to its size.
Fixed the blurry rock 13_snow.
Added wind to ProcmapSmall.
Removed old field trees from the spawn list.
Field trees are now speedtree.
Data files for 2 more Speedtree forest types.
Fixed jump animation being initiated twice when jumping
Refactored player movement
Added player jump cooldown
Improved player ground detection
Removed underwater crouch
Improved underwater movement
Updated project to Unity5b5
Another native plugin update
Updated native plugins to latest version
Set all native plugins to always be available when in-editor
Altered vm rock 'hit' reaction anim
Updated hammer wm prefab (so now he actually holds a hammer)
Changed voice playback method, but it isn't working
Auto-updated texture import resolutions
Set native plugin platforms explicitly (keeps Unity from copying them to the output folder of platforms they're not used on)
Moved simplex noise to native code
Tweaked terrain generator height amplitudes
Protocol++
Made 50 degrees the maximum walkable angle to make stairs work again
Updated view & world model rock prefabs & materials
updated rock VM textures.
Added Tools/Check Animations
Fixed null state transitions in animation files (fixes a u5b4 crash) http://files.facepunch.com/garry/2014/September/19/1411118438.png