248,621 Commits over 3,928 Days - 2.64cph!
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.
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
Disabling PVT when shader lod or terrain quality are low enough
Named some command buffers; profiling stuff
Optimized NaturalBloomAndDirtyLens using low precision/bw encoded scratch buffers; 2x faster in both quality modes on d500 @ 2560x1440; perceptually identical
Updated Main Camera prefab
TENN-15 running forehand & backhand
TENN-15 running forehand & backhand
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
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
Fixed tool cupboard deployment guide rotation
SkyDome prefab tweaks (normal bias sadface)
Moved all graphics/terrain stuff into the Before namespace. Code consistency and layout cleanup. (sorry andre/diogo :3)
Fixed research table being offset realtive to its placement guide
Subtracting that bloom effect toggle
Added smoke when pushed back
Increased pushback on rock ball hit
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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
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added swamp moss to swamp court
Fixed "Dimensions of color surface does not match dimensions of depth surface" error when resizing viewport
Fixed cave triggers not existing serverside
Fixed some code that set Random.seed without reverting it (this probably doesn't matter at all, but it helps me sleep at night)
* Added Entity Class and Index to the "Ignoring unreasonable position" message
! Fixed server.cfg download exploit
! Fixed 2 exploits that allowed to circumvent RunConscoleCommand blocked commands
Added test cave to CraggyIsland
Cliff topology blocks grass again (!)
Updated shield to work in game
Lion-El running forehand & backhand
lowered sandbags barricade
Updated Lion-El running hits
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fixed barrier ends and barrier sparks anim controllers for the forcefield
FOR FUCK SAKE pipe model/texture with copper/brass test colour
FOR FUCK SAKE turret base size to make it look less bulky
FOR FUCK SAKE model file structure clean up
Stopped smaller items (stick, rock) being spawned with a rigidbody because suddenly performance death on 5.1.1p3
More tweaks to spawning setup, number of populations added to the handler for each Zone is scaled with the size of the Zone
Some Unit structure tweaks (declaring partial methods in the main class like we do in other partial classes) (TODO: Make this consistent in other code)
Refactoring World and Zone. Made into partials, cleaned up and removed old crap.
Added basic setup for SpawnHandler/Population creation through Zone+Ecology, driven from BiomeSettings
Numerous tweaks to SpawnHandler, SpawnPopulation etc
Added SpawnPopulation settings to Species and Biome
FloraPrefab ditched in favor of new BiomeMaterialObject component, WIP biome material library system
Updated all scenes in line with new Zone component setup
Updated GSD/GDS
Tweaked arid biome rock texture splat tint
Fixed various issues with construction placement inside caves and on terrain blended rocks
Added GamePhysics class (physics wrapper with custom hit verification for things like terrain collider carving)
WIP Lion-El running hit anims
added opacity sliders to forcefield shaders, added in, idle and out anims to forcefield and forcefield sparks controllers