127,951 Commits over 4,109 Days - 1.30cph!
Fixed early singleton initialization in standalone builds
first pass at reloading sounds
Reimport shaders on build if needed
Added anisotropy and parallax graphics UI options
Drastically reduced terrain and terrain-blend shader variant count; simplified shader LOD options
Added graphics UI logic for anisotropy and parallax
Skipping some complex code during SHADER_TARGET_SURFACE_ANALYSIS
Moved twig skin lods to atlas texture, prefabs updated
Added LODs to some pieces that didnt have any to maximize the impact
Better shader error detection
Added alpha cutoff range; alpha cutoff now visible in material inspector again
Forgot to submit graphics tweaks UI prefab
Added Incendiary ammo types!
Added incendiary rocket
Added explosive ammo
fixed seeing reload options menu when clipsize was 0
Lots of prefab rebuilding or refactoring
New roads WIP
Various improvements for the road and river terrain adjustments
Added collider to high voltage pole
finished all of the 3rd person handcuff animations.
tweaked some jump animations
Don't allow road slopes that would break the current Guinness world record
Added powerline topology around powerlines
Fixed roadside / riverside topologies dilating into road / river
Optimized some topology checks
Fixed missing bridges
Added an normal map version of the LOD atlas, to reduce popping, shrunk atlas res to 1024 woth almost zero loss. :)
merge from building lod atlasing
Added PathInterpolator (various interpolation methods along a 3D path)
Refactored path code and switched everything to PathInterpolator
Made roads more wiggly
viewmodels and woldmodels for the flashlight and flare
special fx and sounds for the flare
Fixed some rocks spawning on roads
added Anim events for the flare view model
Removed some duplicate work being done in PathInterpolator
Resize the tangent array a well when resampling a path