248,649 Commits over 3,928 Days - 2.64cph!
Fixed redundant redefinition of _GLOSSYENV_BOX_PROJECTION in ScreenReflect.shader
ambiguous call to overloaded function
Replaced Log2f with a macro
Added new terrain shader with hard-mix/blend, UVMIX, optional flat faces; working fog; cross-platform friendly
Created test material_arctic and assigned to island_arctic1 terrain
Improved terrain height mountain blending
Improved underwater topology
Changed hill / lake noise parameters
Slightly increased valid range of the terrain feature scale
Protocol++ (network + save)
Tweaked rock_13 slope offset to make their placement less floaty
Now sort of generatees zones but there's a few bugs like missing off arcs generated at vertices as well as sometimes the face generation fucks up and leaves edges with no face.
Added RustNative Startup Check
Added RustNative_VersionCheck
Removed reflection probes as they are unused.
Removed reflection probes as they are unused.
Enabled shader stripping - lets see how much trouble this causes
Main cabinet chassis now reflects screens.
Main cabinet chassis now reflects screens.
Experimental realtime screen reflections for cabinet details.
Experimental realtime screen reflections for cabinet details.
Fixed final bugs with generating arcs etc. Needs testing and a bit of tidying up now.
added new layer "hold_torch_unlit" to accompany the "overlay_torch_unlit"
finished the spear animations.
added "torch_unlit" to the devplayeranimation script.
Added basic flee behaviour
Added a bit of bloom, raised cabinets so their feet are exposed.
Added a bit of bloom, raised cabinets so their feet are exposed.
Added graphics.fov to PlayerEyes again
tweaked SingleGameTest settings
tweaked SingleGameTest settings
[ultimate_soldier] starting on walls
[ultimate_soldier] starting on walls