255,127 Commits over 3,990 Days - 2.66cph!
Move animal skin atlas mat out of Resources
BiomeSettingsEditor groups materials by category (generic/foliage)
FoliageTools > SpeedTreeImportWizard
Lots of prefab/material updates because ^^
adding a prefab for 15x15 road junction
added swamp court shadow meshes and combined in to one mesh.
added cruicible to lava court and animated
added lava court crucible to lava court
added swamp court fish shadowmeshes
Default world size is 3000 to assure that everyone hates me
Reverted Terrain4 (I assume this was committed accidentally)
Trainyard major level design update and dressing improvement
forgot to press refresh before checking in last time
no nose is good nose
(removed nose from male and female)
fixed ONLY clothing in bills example of clipping, rest still needs to be done.
Atmos piece added, mixer edited
Merge from prerelease/dungeons_art
Morph masking and editor improvements
- Cocktail launcher changes
Char morph editor funtimes
fixed bullseye missing decals
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FOR FUCK SAKE bomb prefab FX
FOR FUCK SAKE burner flame
!A particle blast texture
!A particle missing material
Manual copy of new HapisIsland (because Plastic apparently hates subtract inception)
FOR FUCK SAKE particlenofog shader, remove refraction
!A refraction shader
FOR FUCK SAKE portal shader, fix refraction direction
FOR FUCK SAKE bomb prefab particle
FOR FUCK SAKE flame thrower added refraction
Spawn population tweaks
Fixed some stuff spawning midair near rocks
DeferredDecalRenderer command buffer refresh is allocation free
Added decal.cache convar (refresh decal system every frame vs. only when marked as dirty)
Reactive target uses RendererLOD instead of LODGroup (never use LODGroup for stuff that doesn't walk around)
Adjusted reactive target bullseye collider (no hard edges that can cause perpendicular impact effects)
Adjusted reactive target physics layers (no player collision on the moving parts)
added dylan rally counter effect to art
Disabled microfiber fuzz layer on reactive target (uses fucked up normal encoding that messes with deferred decals)
Added effect to cowboy racket
Reactive target Missing collisions
U! particle no fog shader, adding refraction from alpha
FOR FUCK SAKE bomblast prefab particle
FOR FUCK SAKE bomb prefab
FOR FUCK SAKE standard shader hit effect (might need adjustement as the hit might look dimmer)
can now lower target
1 second delay for pickup
Automated Linux DS Build #224
Automated Windows Build #224
Automated Linux Build #224
Gamemodes within addons now have their 'entities' and 'content' directories mounted
Workshop Lua files are now treated as if they're in the base directory by error handling
impact sparks are HDR
added bullseye to reactive target
bullseye shots do 2x damage and have a special effect