201,339 Commits over 4,171 Days - 2.01cph!
Procedural map fully supported and running procedural virtual texturing
Sync with GitHub for 7 Aug 2014
Rollback steam.inf change
Added a dev layer toggle console commands
Ensured that all decor objects are on the world layer
Moved clouds and auroras to the sky layer
Moved water fog volume to the water layer
Simplified conditional models system
Added conditional edges for window, door
Wolf corpse now gives animal fat
Finished adding placeholder sounds.
Voice recording HUD notification
Fixed voice playback not always working
Preparing test level materials for merge into main
Merged procedural virtual texturing
Added end caps to wall, window, door components
Enabled procedural virtual texturing in TestLevel_PVT (fully enabled) and Procedural Map (toggle in terraingen) scenes
Minor tweaks to the terrain generator configuration
Made beartrap, furnace, sleepingbag craftable
Added railing component (low wall)
Disabled PVT by default on Procedural Map, moving to a test scene for now
Fixed Amplify Motion shader compilation errors on d3d11_9x target
fixed hole in neck player mesh issue
Improved sounds and added some ambient music.
Foundation first draft, fixed wall collisions set to trigger.
Added rigidbody to socket_handle
Added foundation conditions
Bolt rifle material rename and tweaks. No longer uses skin shader.
Particle Dictionary - cache prefab names (speed)
Seekers now bounce off the player realistically.
Added dymanic znear
Turn construct vision off when not holding a planner
Hide debug building skin squares
Fixed some issues with collisions.
changes to pickaxe world model. Added quick hammer world model.
chnages to holdtype anims
Fixed seekers not reflecting the sun correctly.
skinning updates to the player naked torso / head
Some sound effect tweaks.
One final sound effect tweak.
finished the crouch/jog/run animations for the player holding a bow
Fixed the terrible night stars.
Some tweaks to collisions and started work on a trail.
Properly fixed the night texture (don't modify stuff in Third Party, use the duplicate material so that we can update without worrying)