1,221 Commits over 3,500 Days - 0.01cph!
Playermodel and colliders use old LOD3 meshes
Default head uses old naming convention, updated skinsets.
Merge from skinupdates_2 (problematic meshes/colliders reverted)
fixed missing eyes on playermodel
Collider_legs correct name
removed eyelashes from male faces
Added much more baked lighting to light/asian textures to work better at low quality levels and in ambient lighting (other skintypes to follow)
Added AO to male specular
lighting added to dark male textures
eye's made glossier, but less spec
Female light texture updates
Female dark texture updates
Toned down female eyelash material
Adjusted head lod3 UVs (skinned mesh renderer unchanged)
deleted some faces of the inner mouth to avoid clipping some head types
updated player preview lighting
increased strength of eyebrows on male light texture a little
reduced size of scatter textures
fix for NRE spam in perf.playermodel
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Improved geometry and skinning on wrists/elbows
Haircap geometry is consistent across all male/female heads
Toned down scaling on some bones
Fixed player preview sometimes blinking backwards
Added more variation to dark skin colours
Possible fix for neck skinning problem on asianmale03
Updated skinning on tshirt
hide pants, shorts & gloves skinning updates
Added a couple more pickupable items
Cleaned out junk folder, deleted a lot of unused stuff
Cleaned out materials from items folder
deleted some unused scripts, changed some item costs
Added quick stunned vfx prefab
Copied over Rust's asset importer (don't import materials/anims by default) Changed existing models import settings
FOV projector doesn't effect TransparentFX
Initial knockback, placeholder stunned vfx
Updated T joint thickness
Players drop items on collision
Don't toss item on collision
Dropped items in collision have velocity set to 0
Added palceholder stunned vfx, removed animator from playermodel
Added animations folder (implement if there's time)
Merge from PlayerCollisions
Make held items use same physmat as players (was getting stuck on corners)
Reduced height of walls again (maybe do an xcom style see through walls in the future?)
Added Multi-Level scene
Made fov based on player height
Scaled walls below ground
Added playerblocker layer