115,252 Commits over 3,959 Days - 1.21cph!
Large furnace smoke more grey and better motion
Started re-naming impact FX to be more descriptive
Deleted some more duplicate FX
Added dryfire effects prefab for crossbow to fix sound not playing
+1 railing model
Water treatment plant lootcrates and statics
faster and more reealistic collect stone/mushroom FX
smoke signal is now purple
Water treatment plant backup
Electric buzz sounds for petur
Slight left/right panning on local player footsteps
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Fixed a gazillion missing ST textures, rebuilt their materials a few dozen times for fun
ScreenOverlayEx takes light intensity into account
Projectile tracers no longer disconnect from their parent one frame too soon
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PVT: forgot to touch the standard terrainblend shader; fixes tiling issues
Fixed EffectRecycle lifetime calculation
SpeedTree asset tools support multi-selections
Missing collision component on trainyard1
Progress on water treatment plant
Extended the sewers greybox set
Water filtering tanks greybox's
Strairs overhang/catwalk greybox
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Added clientsideEffect and clientsideAttack flags to projectile (for non-authoritative projectiles)
Fixed NRE in projectile prediction if non-authoritative
Explicit case for fake projectiles with a penetration power of 0
ST: reverted billboard vface compensating for inverted orientation
ST: updated all materials
Projectile prediction tweak
Entity attachment positions
SpeedTree update script fixes
PVT: fixed addressing when using certain non-square caches
PVT: fixed bug in lod computation causing low res mips up close
PVT: switched back to rendering diffuse and normal pages in single pass
PVT: adjusting virtual texture size (and re-init) on quality level change
PVT: fixed virtual texture size computation in low-res quality modes
ProjectVersion and ProjectSettings updates
Deferred decal updates for 5.2
Deferred decal support for deferred reflection probes
Deferred decal support for SH9 ambient light
Deferred decal support for emission maps
Fixed Mono.Cecil shenanigans
removed footstep fx from concrete/dirt/forest/grass/metal/tundra/wood but left the prefab so triggers still sound.
added stone mesh particles to replace sprite sheet.
removed alternate impact blunt fx's
Reload sounds from other players are audible.
Tweak crossbow reload sounds to match updated animation.
Water treatment plant, early work
Viewmodel fixups, unification
updated overlay_bleeding_height map to Petur's superior version.
Fixed server compile error
Added ghetto-ass support for normal mapped screen overlays
updated overlay_bleeding maps.