199,528 Commits over 4,140 Days - 2.01cph!
Limited road meshes zfight
Culling pass on powerplant_1/military_tunnel_1
-YAMfM
-moved temperature validating onto BiomeManager cause hey, since it now exists it seems like a better place to do it.
Padding and fade of hand placed road segments are adjustable
Road mesh offset scales with road terrain adjustment offset
- AIFollowMovement component now copies the movement values of target properly
- Added functions to BaseMovement to get the current max accel/speed, taking into account any modifiers
- More Reaper Bros wip
-camera spawns nicely even with no tribe created.
PerformanceReport format fixes
- EntityTracker changes. Can also now return nearest active enemy at a location, within a distance.
- More reaper bros
Added quality=0 to water2; half decent fallback using animated normal maps; underwater now working in all quality levels
Changed some internal TEX and RT format changes for compatability (baseline DX9 level 3) and performance
Improved quality and work management within water2, plus a few corrections; switched base textures to to tiff
missing meta
more culling optim for dungeons
Supert WIP, so nothing to see here just yet @billowe !
path depth adjustments - several dungeons
moving a few blockers
Better fly swarm motion/texture
Removed/fixed SSAO command buffer hack to match latest water2 changes
Fixed missing global params in water2
Moving attachment editor crap out of HumanViewEditor and into new AttachmentEditor window
unwrapped stairs roots 2 on temple court
Found out why generation is SLOW as FUCK.
Updated Mavis smash, removed jolty movement on motion bone
Updated Mavis smash, removed jolty movement on motion bone
military tunnel 1 progress backup
satellite dish dungeon rework - backup
Support for all mapping tools in prefab scenes
Updated Igor Controller with win/lose
Added win/lose states to rules
Removed some old placeholder radtowns
Airfield compound wall rotation fixes
- Fixed Player:GetEyeTrace() not working correctly with lag compensation
- Moved GetConVarNumber and GetConVarString to Lua for better performance
Automated Windows Build #70
- Fixed Player:GetEyeTrace not working correctly with lag compensation
- Ground speed for NPCs now takes model scale into account
- Fixed prediction errors when walking or attempting to sprint while crouched
- Slightly improved player movement on moving props so they are less likely to be ejected
- Fixed particle systems not obeying some attach types correctly
- Fixed scenes not playing in some cases
- Fixed some issues with player movement prediction
Automated Linux DS Build #70
Automated Linux Build #71
Automated Windows Build #71
Automated Linux DS Build #71