200,824 Commits over 4,171 Days - 2.01cph!
Moved camera near plane corner computation code to MainCamera.cs and Camera.cginc; added latter
Moved scattering code to relevant TOD shader includes
Fixed underwater mask in GL/OSX
Updated config with correct transition names
starting to be happy with procgen larger formation spawn rules
generic rock prefabs update
A bit of progress on the player refactor.
Cowboy - Updated select breathe, Added ready anim
Cowboy - select breathe & ready anim
New Bear assets, still very WIP
Nothing really new with human but updated export script and this is the latest export with it.
New Bear and latest human assets
removed old stairs roots textures
baked vertex lighting out on stairs roots and textued
finished grash mesh and textured
textured floor stones
added above changes, removed old files, created new stairs roots shader and textured stairs roots, textured stone floor and tweaking materials, finished grass, working on stones
resaved stairs roots 1 texture
Tree benchmark scene
Tree culling and LODing optimizations
Tree quality convar
Tweaked compilation path exclusion list across all standard/rust shaders
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Automated Linux Build #91
Automated Windows Build #91
El cheapo particle scattering/fog
Automated Linux DS Build #91
rcon.port defaults to the same as game port if not defined
rcon.ip defaults to any if not defined
Automated Linux Build #92
Automated Windows Build #92
Automated Linux DS Build #92
Updated controller
Fixed character switch issue
A bit of progress, figured a few things out.
- WIP DataVisualisation test
- Goal data tweaks
added DeuceVFX-LifeSteal_3 to dylan folder
Sat dish add to heightmap on rocks
Removing some deprecated stuff from TerrainConfig
Industrial light fixtures particles cull
Moved convar server.aihandlerms to ai.frametime
Moved convar server.npcrickrate to ai.tickrate
Greatly reduced AI frame time when playing in the editor (better testing perf)
finished texturing stone floor, added stone floor small lightmap