113,806 Commits over 3,959 Days - 1.20cph!
Fixed error when packing materials with default metallic texture or RGB-only
Keeping up to date with main
Know when in cover.
Misc tweaks to ai.
First batch of packed materials (29) for testing
Tiny change in texture packing analysis tool
Changed packing folder again, now final; updated packed sample
Yet another merge from main.
AverageSumOfChildren qualifier for Apex
Npcs now know whether they're being aimed at by a seen enemy, and will take appropriate evasive action.
Npcs will scan their surroundings more carefully when in combat.
Use average sum of children scoring with normalization to better balance move options in Npcs.
Added reutilization of packed maps that are combined from same sources
Moved packing folders; rebaked current sample
Reorganized some code
Fixed some packing processor errors with missing textures
Fixed packed texture assignment/replacement failing in some cases
fixed NRE when uploading icons
more approval junk
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Subtracting new ore nodes
Network++
Finished automated packed map generation when sources are modified
office dressing end
office rooms vertex painting pass + baked .assets
scene2prefab
Office Desk / AC units scale fix
Merge from ore_nodes
Network++
Npcs are now more aware of cover points and in which directions they provide cover.
Optimized effect dictionary creation by including the data pre-sorted in the game manifest (eliminates various stutters caused by effect spawns)
office dressing backup
scene2prefab
bradley pathfinding
bradley weapons
tonne of movement fixes and work
Fixed emission related shader compilation error in standard-packed shader
Changed texel density grad texture to srgb to match overlay reference
Added deferred mesh decal shader to texel density view
Replaced temporary reference overlay with final
Fixed texel density scale
Music intensity doesn't drop during loading screen
Gunshots and explosions bump music intensity more if you're closer to them
Fix footsteps not playing on ore nodes
Fix footsteps not playing on steep inclines
Walk/run footsteps are chosen by movement speed not sprint key state (no sprint steps when going up steep hills)
Mix tweaks
Tweaked texel density gradient texture + overlay
Added core and speedtree shaders
Make sure load in background is enabled for all NPC sounds
Added terrain shader support to texel density visualization
Integration of cover system (wip).
Water no longer spawns a world model when dropped out of its item container
Fixed shader compile error
Fixed show texel density foliage out of sync
Fixed texel density sampling noise
Added texel density support to a few more shaders
TerrainMap.ForEachParallel fix
AC Units / Final textures/ COL/LODs/Prefabs
Added reference/helper overlay for texture density visualization
prefabs, additional small desk
Music sync tweaks
Sound level tweaks