32,372 Commits over 4,048 Days - 0.33cph!
Fixed eyebrow materials not getting replaced
added hairstyle 3 male and female. tweaked materials on facial hair 2 to look better and reduced texture size, created skin tone hair presets and applied to players, made pubic hair darker and less contrasty, made female pubic hair smaller in general, WIP work on hair dye, setting up hair colour preset materials and skin tone specific
Fixed facial hair 01 not showing
Fixed non-TAA OpacityMask not hiding hair when set to 1
Assigned race hair sets to respective skin sets
Removed hair dye variations for now
Add hair shader gui with copy/paste property buttons
Added hair sets for each race
Added hair dyeing (dark only for now)
bullet proof insert model/gibs/collider
window bars are thinner on all tiers inserts
fix for tree minigame always going right and never left
tree minigame rotates each X less
tree minigame X starts relative to the initial strike position rather than randomly
tree minigame picks one direction to rotate never goes the other way
added bulletproof glass window insert
satchels that hit other satchels will attach to the first satchels parent instead of falling off
timed explosives no longer act as garrys mod style thrusters on vehicles
if a satchel becomes a dud it falls off the object it was attached to when it moves
satchels that have fallen off their parent are always pickuppable ( no short fuse game)
FIxed editor NRE in PrefabAttribute when modifying certain prefabs
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tree smoke no longer loops
primitve loot box fbx update, now has a basic bottom
NRE fix in object motion vector
Another stab at fixing player/animal motion blur popping when swapping LODs (less costly)
Added convar to alter Navmesh Obstacle behaviour.
Animals should die less on spawn during server startup (if at all).
Added configurable intermediate format for PostProcessLayer
Fixed player preview background
Primitive lootbox fbx/materials/prefab/gibs/textures
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Tweaked NPC attack offsets.
Dormant agency for NPCs support Dynamic Navmesh.
Entity Query has special grid for player queries.
Custom navmesh terrain mesh now respect nav_wait.
Cleared some gc from AI systems.
Subtracted 23812; needs a better approach
Fixed sporadic edit-only error in PostProcessLayerEditor.OnEnable
merge into main
protocol++
Lazy deferred decal draw queue/order
Cave reverb tweaks
Fix occasional attempt to unload music clips that aren't loaded yet
Fix repeated phys impact sounds when objects get stuck inside something
Failsafe for rare stuck bush rustle
Fix song shuffling not kicking in before first piece of music plays
Fixed deferred decal gbuffer normal decoding
Beenie hat now deforms hair
fixed foot flipping around like pinball flippers when player was on stairs
Fixed player motion blur popping when swapping LODs
Double check that we have valid heightmap meta before running async terrain mesh generation.
Fixed hair motion vectors
Fixed temporal-aa related hair ghosting in player preview