239,301 Commits over 3,837 Days - 2.60cph!

9 Years Ago
Removed some debug code from deferred decals Added blood decal to DeferredDecals scene (something is fishy)
9 Years Ago
viewmodel+worldmodel for melee weapons ( sword / hatchet ) sound fx for sword / hatchet fixed some errors with the anim controllers for the salvaged axe / icepick
9 Years Ago
merge from main/rainsurfaceambience
9 Years Ago
merge from main
9 Years Ago
Enabled rigidbodies on items again
9 Years Ago
Rain surface ambience system Wood and metal rain surface ambience sounds Lower ambience volume when the camera is inside
9 Years Ago
TerrainPath keeps a list of spawned monuments (cc Helk)
9 Years Ago
First version of a deferred decal system Converted bullet decals to the new system (better performance during intense gunfights)
9 Years Ago
BeforeDebug/Entity View window retains selection after player selection is cleared
9 Years Ago
Terrain texture cleanup. terrain_grass_highpass.tga has heightmap for blending in alpha channel
9 Years Ago
Added optimized SESSAO shader to variants
9 Years Ago
First pass optimizing SESSAO; now 60% faster on D500 at 1440p
9 Years Ago
Shortened Lion-El running hits ( experimenting)
9 Years Ago
Updated Mavis run west
9 Years Ago
Shortend Igor running hits ( experiment)
9 Years Ago
experimenting with new Igor running hits
9 Years Ago
Mines WIP
9 Years Ago
added wip leaves particles to cloud city
9 Years Ago
added engines to max scene
9 Years Ago
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)
9 Years Ago
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9 Years Ago
BeforeEditor bugfixing
9 Years Ago
survey charge
9 Years Ago
u! forcing pipe updates
9 Years Ago
Fixed GoTo button in BeforeEditor.DrawAssetEnum() Improved BeforeEditor DrawAssetViewsManager, cleaned up some crappy code and added prefab previews
9 Years Ago
FOR FUCK SAKE more pipe! and prefab
9 Years Ago
Switched an effect to use the effect manager and recycler
9 Years Ago
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9 Years Ago
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9 Years Ago
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9 Years Ago
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.
9 Years Ago
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
9 Years Ago
Disabling PVT when shader lod or terrain quality are low enough
9 Years Ago
Named some command buffers; profiling stuff
9 Years Ago
Optimized NaturalBloomAndDirtyLens using low precision/bw encoded scratch buffers; 2x faster in both quality modes on d500 @ 2560x1440; perceptually identical Updated Main Camera prefab
9 Years Ago
TENN-15 running forehand & backhand
9 Years Ago
TENN-15 running forehand & backhand
9 Years Ago
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
9 Years Ago
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
9 Years Ago
Fixed tool cupboard deployment guide rotation
9 Years Ago
SkyDome prefab tweaks (normal bias sadface)
9 Years Ago
Moved all graphics/terrain stuff into the Before namespace. Code consistency and layout cleanup. (sorry andre/diogo :3)
9 Years Ago
Fixed research table being offset realtive to its placement guide
9 Years Ago
Subtracting that bloom effect toggle
9 Years Ago
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9 Years Ago
Added smoke when pushed back Increased pushback on rock ball hit
9 Years Ago
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9 Years Ago
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
9 Years Ago
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9 Years Ago
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