121,254 Commits over 4,018 Days - 1.26cph!
Further NPC sensory system upgrades. Target detectibility (fov, noise, etc), Gun noise +++.
Improved junkpile scientist behaviour through new sensory system ++.
Swamp placeholder material update
Bandit town scene progress
added swamp tree greyboxes
added placeholder swamp material
Added "Soft Camera" Fade toggle and Factor to soft particle shaders
Fixed soft particle shaders not properly fading against water surfaces
More work on sensory system. They no longer freak out about flares++.
Island cleanup
Compound work
clone vat greybox for tunnels lab
All levels so far: independent crate spawners for loot rooms
Wooden cabins modular pieces LOD/COL/Prefabs
Walkway segments LOD/COL/Prefabs
Updated swamp cabins scene
More work on NPC sensory system update.
More work on NPC sensory system.
Airfield and trainyard progress backup
More updates on sensory system refac. Cover point sensing now up to date.
Hapis Islands monument progress
Bandit town progress / greyboxed wooden shack modular walls
More work on NPC sensory system.
Powerplant near final puzzle/set dressing
extra overhang pieces based on stairs set
Updated texel density tool; fixes scene view
Updated visualize texel density to latest; now works in scene view
Added texel density support for core/foliage, core/foliage-billboard
Added root .vs folder to ignore.conf
Improved vizualize texel density tool portability; moved to third party
Bandit town progress backup
Powerplant progress backup
Powerplant progress backup
Powerplant progress backup
makeshift canoe and oar - fbx, materials, prefab, lods and textures.
Attempt to fix random black pipes problem
More progress on the new NPC sensory system.
NPC sensory system rework, WIP.
Disabled high quality shadows (PCSS) on glcore (sampling bug)
added hat morphs to lod1 hairstyles so they no longer clip through headwear
extra sewer tunnel block
Sewer Branch fresh dressing pass underground