108,603 Commits over 3,867 Days - 1.17cph!
horse / chicken ragdolls now have the proper skin as their living counterpart.
Updated river source prefab to better fit the new rivers
Tweaked road and river splat adjustments
Improved river end detection
Added water splash particle effect placeholder
Fixed paths that are too short sometimes being added to the path lists
Fixed river-ocean transition
Added smooth path terrain adjustment fadeout to splat and topology adjustments as well
Improved road-terrain transition
Improved crossroad blending
Fixed path and side object densities being higher than specified
Improved placement of high voltage powerlines
Fixed some minor issues with the wire shader
Tweaked the powerline cable material
Tweaked micro cliff and waterside decor spawn rules
Changed TerrainMap quad painting to a software rasterization algorithm instead of just using the bounding box
Resize the tangent array a well when resampling a path
Removed some duplicate work being done in PathInterpolator
added Anim events for the flare view model
Fixed some rocks spawning on roads
viewmodels and woldmodels for the flashlight and flare
special fx and sounds for the flare
Added PathInterpolator (various interpolation methods along a 3D path)
Refactored path code and switched everything to PathInterpolator
Made roads more wiggly
merge from building lod atlasing
Added an normal map version of the LOD atlas, to reduce popping, shrunk atlas res to 1024 woth almost zero loss. :)
Fixed roadside / riverside topologies dilating into road / river
Optimized some topology checks
Fixed missing bridges
Added powerline topology around powerlines
Don't allow road slopes that would break the current Guinness world record
tweaked some jump animations
finished all of the 3rd person handcuff animations.
Added collider to high voltage pole
New roads WIP
Various improvements for the road and river terrain adjustments
Lots of prefab rebuilding or refactoring
Added Incendiary ammo types!
Added incendiary rocket
Added explosive ammo
fixed seeing reload options menu when clipsize was 0
Forgot to submit graphics tweaks UI prefab
Added alpha cutoff range; alpha cutoff now visible in material inspector again
Better shader error detection
Moved twig skin lods to atlas texture, prefabs updated
Added LODs to some pieces that didnt have any to maximize the impact
Skipping some complex code during SHADER_TARGET_SURFACE_ANALYSIS
Drastically reduced terrain and terrain-blend shader variant count; simplified shader LOD options
Added graphics UI logic for anisotropy and parallax
Added anisotropy and parallax graphics UI options