248,615 Commits over 3,928 Days - 2.64cph!

9 Years Ago
new charcoal texture set, metal_panel_c texture set, refinery prefab setup, refinery models, collisions and gibs files
9 Years Ago
Deferred decals now work both in edit mode and on the scene camera Added some interesting test cases to the DeferredDecals scene
9 Years Ago
Deferred decal refactor DeferredDecal SpecGloss support
9 Years Ago
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9 Years Ago
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9 Years Ago
players no longer bleed Kool-Aid (ie. made the blood color darker/realistic)
9 Years Ago
bot
9 Years Ago
Windows Build 597
9 Years Ago
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9 Years Ago
* Fixed unmounting addons not working * Fixed uninstalling addons not unmounting them * Fixed disabled addons still opening the .gma files * Fixed disabled addons still being mounted in offline mode
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
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