127,697 Commits over 4,109 Days - 1.29cph!
Underwater specular occlusion now animated and automatic
Trees no longer use the most inaccurate colliders in the industry
setup the mecanim controller for looting on the ground
Only spawn entities in world setup if server
Don't spawn any static, non-gatherable entities like bushes via the population spawn handler (!)
Tagged a number of deprecated entities as deprecated (remove with next network++)
Moved all decor on the terrain layer to the world layer (terrain layer no longer required for grass to grow on them)
Static flag cleanup
World view models for the 6 new melee weapons.
landmines placed on ores now detonate when it's shape changes
debris collides with world
Fixed various issues with construction placement inside caves and on terrain blended rocks
Added GamePhysics class (physics wrapper with custom hit verification for things like terrain collider carving)
Tweaked arid biome rock texture splat tint
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lowered sandbags barricade
Added test cave to CraggyIsland
Cliff topology blocks grass again (!)
Fixed some code that set Random.seed without reverting it (this probably doesn't matter at all, but it helps me sleep at night)
Fixed cave triggers not existing serverside
Fixed "Dimensions of color surface does not match dimensions of depth surface" error when resizing viewport
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Fixed bloom and lens dirt effect still running when disabled in effects UI
Switched to low res buffer in eye adaptation effect (halved time on my D500); updated Main Camera prefab
Made wetnes underwater spec occlusion fadeout more aggressive
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Subtracting that bloom effect toggle
Fixed research table being offset realtive to its placement guide
Fixed tool cupboard deployment guide rotation
GamePhysics now also verifies enabled state of collider (in case collider was disabled after the most recent LateUpdate)
GameTrace causes less GC load and uses GamePhysics as its backend
Optimized NaturalBloomAndDirtyLens using low precision/bw encoded scratch buffers; 2x faster in both quality modes on d500 @ 2560x1440; perceptually identical
Updated Main Camera prefab
Named some command buffers; profiling stuff
Disabling PVT when shader lod or terrain quality are low enough
finished all of the 3rd person crouched turn in place animations
added 3rd person animation for when the player steps on a bear trap
added sound / fx for beartrap player stuck anim.
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First pass optimizing SESSAO; now 60% faster on D500 at 1440p
Added optimized SESSAO shader to variants
First version of a deferred decal system
Converted bullet decals to the new system (better performance during intense gunfights)
TerrainPath keeps a list of spawned monuments (cc Helk)
Rain surface ambience system
Wood and metal rain surface ambience sounds
Lower ambience volume when the camera is inside
merge from main/rainsurfaceambience
viewmodel+worldmodel for melee weapons ( sword / hatchet )
sound fx for sword / hatchet
fixed some errors with the anim controllers for the salvaged axe / icepick
Removed some debug code from deferred decals
Added blood decal to DeferredDecals scene (something is fishy)
players no longer bleed Kool-Aid (ie. made the blood color darker/realistic)