193,207 Commits over 4,049 Days - 1.99cph!
Added terrain material reference mini-islands to TestLevel
Changed terrain atlas generator to support spec+smooth in the same texture instead of separate
Rebuilt terrain albedo and normal atlas + compressed externally to force maximum number of mips
Added Petur's adjusted and fixed terrain splat textures + reference materials
Renamed all terrain splat textures as _albedo, _normal, _specular and _height for consistency
Set all terrain4 material specularity and smoothness params to 1.0 + now default
Fixed terrain layer shader outputting incorrect specular values (gamma issue)
Nuked unused splats
Graveyard asset processing & cleanup wip
Fixed lift shaft collider
Added blockers to the rocket factory to prevent getting stuck
Fixed lift shafts in the rocket factory / reenabled lifts / created additional exits for warehouses / fixed computer cabinet rotations
Dungeon test
LOD error fixes.
Updated TTT to the latest version
More optimizations.
Prefab prep.
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More visibility range. Not 100% working as intended yet.
Cover point visibility range should help with seeing cover when in environments with irregular shapes.
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Fixed scientists dipping through the world (missing flag in movement mask)
Can now left click empty/non targettable tiles to deselect (same as right clicking)
made player always have his gun at the ready pose when crouched / crouchwalking ( 3rd person )
Left clicking a friendly unit in attack state that you can't attack or heal with current unit will now select that unit
Computer cabinets / final textures / lod/col/prefabs
disabling Steam things in editor only
interaction desire injection now should be inheriting the score.
disabled Steam things to reduce the amount of editor crashing.
finished up building 4, created building 5, created raised train track prefab
launch_site dressing update / scene2prefab
telephone models/prefab/textures
launch_site cleanup / scene2prefab
Updated preset editor to be actually functional
fixed stupid out of range error
Navmesh grid patches can now be traversed by npcs, albeit a bit awkwardly.