200,687 Commits over 4,171 Days - 2.00cph!
Fixed bloom and lens dirt effect still running when disabled in effects UI
Switched to low res buffer in eye adaptation effect (halved time on my D500); updated Main Camera prefab
Made wetnes underwater spec occlusion fadeout more aggressive
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Added smoke when pushed back
Increased pushback on rock ball hit
Subtracting that bloom effect toggle
Fixed research table being offset realtive to its placement guide
Moved all graphics/terrain stuff into the Before namespace. Code consistency and layout cleanup. (sorry andre/diogo :3)
SkyDome prefab tweaks (normal bias sadface)
Fixed tool cupboard deployment guide rotation
GamePhysics now also verifies enabled state of collider (in case collider was disabled after the most recent LateUpdate)
GameTrace causes less GC load and uses GamePhysics as its backend
tweaked all cloud city default shaders to be specular setup. Added skybox cloud ring, removed old clouds. Need to still remove emission from some elements. Added same bloom and ao settings as swamp court
TENN-15 running forehand & backhand
TENN-15 running forehand & backhand
Optimized NaturalBloomAndDirtyLens using low precision/bw encoded scratch buffers; 2x faster in both quality modes on d500 @ 2560x1440; perceptually identical
Updated Main Camera prefab
Named some command buffers; profiling stuff
Disabling PVT when shader lod or terrain quality are low enough
Better scrollbars in BeforeEditor
Potential fix for SmartObject MRE in Actions (Item.DestroyItem() waits for SmartObject.SubscriptionCount to hit 0)
Resources are destroyed properly when their master item is depleted
Added vertical/horizontal layout switch to EntityViewer window
Numerous tweaks to SpawnHandler/Population and mangement through Zone+Ecology
Added some custom background images for and un-ignored a couple more glypicon images for the editor
finished all of the 3rd person crouched turn in place animations
added 3rd person animation for when the player steps on a bear trap
added sound / fx for beartrap player stuck anim.
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Switched an effect to use the effect manager and recycler
FOR FUCK SAKE more pipe! and prefab
Fixed GoTo button in BeforeEditor.DrawAssetEnum()
Improved BeforeEditor DrawAssetViewsManager, cleaned up some crappy code and added prefab previews
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added engines to cloud city court, added dylans new wind gust effects (wip). removed emission from all unnecessary objects, added new lights to scene and set up layers (wip)
added engines to max scene
added wip leaves particles to cloud city
experimenting with new Igor running hits
Shortend Igor running hits ( experiment)
Shortened Lion-El running hits ( experimenting)
First pass optimizing SESSAO; now 60% faster on D500 at 1440p
Added optimized SESSAO shader to variants
Terrain texture cleanup. terrain_grass_highpass.tga has heightmap for blending in alpha channel
BeforeDebug/Entity View window retains selection after player selection is cleared
First version of a deferred decal system
Converted bullet decals to the new system (better performance during intense gunfights)
TerrainPath keeps a list of spawned monuments (cc Helk)
Rain surface ambience system
Wood and metal rain surface ambience sounds
Lower ambience volume when the camera is inside
Enabled rigidbodies on items again
merge from main/rainsurfaceambience
viewmodel+worldmodel for melee weapons ( sword / hatchet )
sound fx for sword / hatchet
fixed some errors with the anim controllers for the salvaged axe / icepick
Removed some debug code from deferred decals
Added blood decal to DeferredDecals scene (something is fishy)
* Fixed unmounting addons not working
* Fixed uninstalling addons not unmounting them
* Fixed disabled addons still opening the .gma files
* Fixed disabled addons still being mounted in offline mode