130,484 Commits over 4,140 Days - 1.31cph!
Reload sounds from other players are audible.
Tweak crossbow reload sounds to match updated animation.
removed footstep fx from concrete/dirt/forest/grass/metal/tundra/wood but left the prefab so triggers still sound.
added stone mesh particles to replace sprite sheet.
removed alternate impact blunt fx's
Fixed Mono.Cecil shenanigans
Deferred decal updates for 5.2
Deferred decal support for deferred reflection probes
Deferred decal support for SH9 ambient light
Deferred decal support for emission maps
ProjectVersion and ProjectSettings updates
PVT: fixed addressing when using certain non-square caches
PVT: fixed bug in lod computation causing low res mips up close
PVT: switched back to rendering diffuse and normal pages in single pass
PVT: adjusting virtual texture size (and re-init) on quality level change
PVT: fixed virtual texture size computation in low-res quality modes
SpeedTree update script fixes
Entity attachment positions
Projectile prediction tweak
ST: reverted billboard vface compensating for inverted orientation
ST: updated all materials
Explicit case for fake projectiles with a penetration power of 0
Fixed NRE in projectile prediction if non-authoritative
Added clientsideEffect and clientsideAttack flags to projectile (for non-authoritative projectiles)
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Missing collision component on trainyard1
Progress on water treatment plant
Extended the sewers greybox set
Water filtering tanks greybox's
Strairs overhang/catwalk greybox
SpeedTree asset tools support multi-selections
Fixed EffectRecycle lifetime calculation
PVT: forgot to touch the standard terrainblend shader; fixes tiling issues
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Projectile tracers no longer disconnect from their parent one frame too soon
ScreenOverlayEx takes light intensity into account
Fixed a gazillion missing ST textures, rebuilt their materials a few dozen times for fun
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Slight left/right panning on local player footsteps
Electric buzz sounds for petur
Water treatment plant backup
faster and more reealistic collect stone/mushroom FX
smoke signal is now purple
+1 railing model
Water treatment plant lootcrates and statics
Added dryfire effects prefab for crossbow to fix sound not playing
Large furnace smoke more grey and better motion
Started re-naming impact FX to be more descriptive
Deleted some more duplicate FX
Converted cold overlay to ScreenOverlayEx
Canyon early work backup
Water treatment plant stuff
Water: Fixed shore blending artifact
Water: quality adjustment fix