200,008 Commits over 4,140 Days - 2.01cph!
Consistent fade on underwater spec occ
fixed the attack animations for the new sword
added a stabbing animation for later (if helk decides to add a stabbing attack)
played the throw animation when the player throws a spear.
FOR FUCK SAKE big pipes
FOR FUCK SAKE reverted to dx11 as first renderer with dx9 fallback to fix reflection weirdness
FOR FUCK SAKE camera prefab fixing clipping issue with background and tweak ssao
Indoor ambience volume reduction tuning
traps spawn in supply drop
landmine activates after you walk off it
landmine can be disarmed by someone other than who set it off (and they receive one)
Added ZoneMaterialLibrary, ZoneMaterialObject and ZoneFloraObject
Each Biome holds a library of materials copied from the original reference materials (loaded from Resources/Materials right now) on startup.
Items are registered with their parent Zone and have materials assigned during creation/startup
compile error fixes
fix landmine not showing +1 when picked up
made sword/machete blueprints more common
Added some additional safety padding to all building shells (fixes melee foundation damage exploit)
Fixed construction placement guide snapping away when someone walks into the building volume
Temporarily reverted GameTrace
Cleanup. Billboard tint stuff.
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tweaked the position of the worldmodels for some of the melee weapons
Better (flatter) vertex shading on leafboards.
Fixed that deployables would block building block placement
Fixed that deployables required a default distance of 1 between each other (now 0.5 again)
Fixed foundation step and triangle foundation placement verification being fucked
Added more detailed deploy volumes to a lot of deployables
Network++
Changed serverside player collider to the same capsule local player movement uses
Removed "Max Decals" setting from the F2 menu (unused)
Fixed F2 menu UI elements ignoring convar changes made via console
added new lighting changes to cloud city. Tweaked skybox and skybox animation. Added forcefield dome with clipping.; Added new wind gusts.
Quadautom's source files.
Quadautoms materials, textures and placeholder meshes.
Quadautom materials changes.
Alternative deployable volume check that prefers minor clipping over additional padding
Fixed explosives not damaging deployables
all explosions use line of sight now
Updates to Elvis & TENN-15 rig
Paintover island mesh test thing
Merge from Mr Tree's Wild Ride
Added PVT toggle back to UI Tweaks on Performance section; default off until I figure out the anomaly
Added EntityView base class
Before Editor: Improvements to view creation and management (better prefab creation, storing of asset paths etc)
rigged up and started animating the viewmodel for a 2handed sword
Updated standard terrain shader for blend masking; added two props for control: blend factor and fallof
Removed unnecessary standard shader UI clutter (unused)
Updated Terrain material asset
Biom mat library tweaks, and view management fixes. Nuked trees so I can merge from Peturs branch cleanly