248,631 Commits over 3,928 Days - 2.64cph!
Quick pass at crystal ambience
Crystal tweaks. And added to the map.
Reset cloud parameters (no use in tweaking those while I change them on a daily basis)
Added Mavis dives, clips & events
Crystal fixes. Ambient tweak.
Increase voice limit for viewmodels a tiny bit
- Fixed an issue with ZoneSeasons being unable to access season information (list of seasons is now stored in ZoneSeasons instead of via an accessor in Biome)
- FloraGroup now grabs materials from its prefab list during Zone startup
- GameManager makes sure Timescale is 1 on Awake (avoids a rare case of timescale being 0 after editor crash)
- TOD settings tweaks
- Camera PP updates
- Ocean shader + prefab tweaks
Locking Input a bit better. Done some snim stuff too.
Some final improvements to the implementation of Effect Action.
Re-exported all cliff assets with "b" variants (fipped with opposite ground mesh removed to reduce issues with navmesh baking)
Moved elephant grass to TreesSource
Removed the locks that were part of our door textures
keypad pivot reorient
door prefabs keylock repositioning
door models tweaks
adding keylock models/textures
FOR FUCK SAKE main shader with metalness/gloss/ao map contro,l and effect for states
Allow chatting while spectating
Fog. Forestside spawn table.
- Loot is now hoovered up when in range
Fixed bridges sometimes spawning underwater
Added level info to procedural map
Made test prefab mountain less shitty
Removed bush type 3 from the procedural map (source no longer exists)
- Increased size of placeholder loot model
- Clicking left stick now shows the names for all dropped loot items, if they've timed out and hidden.
- Increased size of loot crates
- Loot items now have larger name text and the text colour matches the item's quality
- Pressing R on the character select screen now wipes all save slots and reloads the scene (for dev)