200,680 Commits over 4,171 Days - 2.00cph!
-merged with main anyway. Also, everything clean, everything nice
-no, now everything clean and nice.
Handing steam auth (again)
Included teeth in blendshapes and straightened limbs etc where requested.
Console system hooked up but untested
Added PathInterpolator (various interpolation methods along a 3D path)
Refactored path code and switched everything to PathInterpolator
Made roads more wiggly
Updated Lion-El ready anim
viewmodels and woldmodels for the flashlight and flare
special fx and sounds for the flare
Re-worked graphics options to work better and without bloated UI widgets.
Reading graphics options from ini files... not sure how this works with builds yet
Adding the new tonemapper and updated Candlelight plugin
Tested console system and it works
read/write INI files in persistentDataPath
Added some front-end calculation display for Attributes in the Before Editor
Check out my abs (olute values)
Fixed some rocks spawning on roads
added Anim events for the flare view model
Removed some duplicate work being done in PathInterpolator
Resize the tangent array a well when resampling a path
Changed TerrainMap quad painting to a software rasterization algorithm instead of just using the bounding box
Tweaked micro cliff and waterside decor spawn rules
Fixed some minor issues with the wire shader
Tweaked the powerline cable material
Improved placement of high voltage powerlines
Fixed path and side object densities being higher than specified
Improved road-terrain transition
Improved crossroad blending
Added water splash particle effect placeholder
Fixed paths that are too short sometimes being added to the path lists
Fixed river-ocean transition
Added smooth path terrain adjustment fadeout to splat and topology adjustments as well
Tweaked road and river splat adjustments
Improved river end detection
Updated river source prefab to better fit the new rivers
horse / chicken ragdolls now have the proper skin as their living counterpart.
Added Parallel.ForEach
Improved river generation
Updated bridge prefab to better fit the new roads and rivers
Experiment: Only spawn the randomly scattered loot barrels on roadsides and around monuments
Tweaked river source spawning
Added airfield to procedural maps
Trees spend less time in dithered state. Rock terrain blend fixes. Road slightly less noisy looking. Scene stuff.