111,065 Commits over 3,928 Days - 1.18cph!
Time of Day update to 2.2.0 prerelease 5
Re-enabled rotating stars
Workaround for PVT prepass render causing index-out-of-range on OSX standalone build
Improved the lantern light and flicker effect. Also made it stop self-shadowing so awkwardly.
attack/deploy/holster animations for the thompson
tweaked the bob settings on some of the view models.
fixed bug with view model bobbing while standing still + holding shift; added some rotational movement on the bobbing (looks more natural now)
somw tweaks to the leaning stance
Tweaked RangedAmbientObscurance image effect (fixes dark band at fadeout distance)
Tweaked and/or moved 27 things to the standard shader for better consistency.
PBR'ed the lantern, and made it glow again.
Disabled space rotation until I fix the texture mapping
Improved PVT performance in some areas; tweaked params again; more async
Improved PVT rendering in far away terrain; still not final
Fixed buggy PVT normals
Deployed PVT to all scenes using Main Camera prefab
Doubled the animal density (performance test)
Made the AI test level even more fun
Fixed some AI controllers not properly being added to the AI handler when running scenes in-editor
Added bucket helmet
Added coffee can helmet
updating torch anims to fit the new torch model better, including .metas ( rightly or wrongly)
trying to commit torch material again ( just update it plastic!)
Renamed metal_improvised_helmet_01 and metal_improvised_helmet_02 to human names
Changed settings on torch material
"Tools/Update Clothes Models" now changes max texture size to 4096 too
Fixed WaterEffects NRE if sky dome is missing
Fixed torch by reverting to the last commit by Alex + recreating the material (where the fuck did that go?)
Disable dynamic znear in playermodel scene
Fixed warnings in the cave_test prefab
Restoring deleted weapon files (goosey strikes again)
Fixed warning in IgnoreCollision
Updated animal prefabs
Updated AI test scene
Added AIObstacle.CheckCollision
Changed AIObstacle.ClosestPoint policy for points inside the obstacle (should return position of the checked point)
Updated AI test scene
Made obstacles handle entities inside them in a more stable manner (for real this time)
Fixed AILocomotion speed not depending on angle between forward and target vector
Removed grass system debug output
Made obstacles handle entities inside them in a more stable manner
checking in metal plate helmet and textures
Added early exit to AILocomotion tick if no movement is required
Made AISteering profiler sampling more accurate
Added AISense.FindClosestTarget / Danger / Obstacle
Added AILocomotion.SnapToGround (no longer called automatically)
Made TickSenseAction randomly distribute its calls across frames
Removed all WaitForSeconds from the wolf beahviour tree (for testing purposes)
Changed default farclip to 6000
Time of Day update to 2.2.0 prerelease 4
Made torch normal maps normal maps
Edited torch prefab & v_torch to get new torch working.
Added tools/Update Clothes Models - sets up avatar, humanoid, no material import, warns on extra bones
Cleaning up unused materials
burlap shirt fix...hopefully.
Added models, textures, and prefabs for hazmat suit and improvised helmets.
Reverted CoherentUI to software only (hardware acceleratred mode is laggy, wants vsync)
Re-enabled dynamic znear
Slight snow biome colour tweak.
Bunch of biome specific environmental parameters. For example, deserts are no longer super cloudy!
thompson submachine gun view model rigged up; reload animation done.