255,320 Commits over 3,990 Days - 2.67cph!
Fixed c4 collision layer
[editor] Disable collisions between server and client versions of the entity
Fixed missing collider on blue longsleeve tshirt
Fixed selected item info not updating
Fixed TestLevel splats getting cleared when running the scene
- Added a floor Component that can be attached to floor meshes to specify how high above things should fly (component is optional, will default to 20units above floor mesh if not present)
- BaseMovement now caches a Floor component if present and uses it's value
Fixed computer exploding when dragging stuff into a loot panel
Updated prefabs for multi-topologies
Added back input boxes for splat names to terrain atlas set inspector.
Changed atlas sets to 9 splats again
Fixed missing prefab reference in metal frame building scene
Updated monument scene prefabs
Updated all monument scenes to connect to roads
Added terrain to various monument scenes (now use auto height modifier and terrain anchor extraction)
Added hangar, brick building and metal frame building to monument spawning
Updated road costmap generation to correctly deal with multi-topologies
Split albedo+smoothness and normal+height into their components; only at Nature/Terrain/Textures for now
Nuked normal+height and normal+height_generated textures and TerrainNormalMap processor tool
Modified atlas generator to support the extra textures; still backwards compatible
Fixed menu scene and related legacy4 (deprecated) shader to look half decent
Made rocks set their topology additively
SpawnFilter can now filter for both allowed and required topology types
- Updated collision matrix so Floor is ignored by everything
- BaseMovement can now be flagged to check for a floor to fly above
- Player is now flagged to check for floors by default, all other entities default to false
- Updated model impoort processor to automatically setup anything called "floor_collision" as.... floor collision
- Added a couple of temporary meshes used for testing multilevel stuff
Final stages of Audio refactor.
Fixed gathered resource being awarded to the weapon instead of the player
Prep for TENN15 character - Anim controller and prefab
Fixed bug with how condition is saved/loaded, leading to wrong condition displayed on client
Made summit height value depend on latitude
Prevented powerline poles from spawning on road by chance
Fixed terrain modifier placement being slightly off
Fixed forcing serialization.
Fixed entities not resubscribing to groups.
added floating city clouds and temp building
Added some scattered bushes to the roadside
Made PathFinder reuse its visited map
Audio refactor mostly done.
Fixed entities that exist in level not being destroyed on client or spawned on sever.
Added Gibbing (tier0 wall only right now)
Fucked off old player classes ready for new improved versions.
Entity shit is getting close to being done. Groups now work propely.
Updated player wounded fbx
Replaced old placeholder path texture with a color adjusted version of the new dirt texture (for now)
Applied updated sand texture smoothness, specularity and height to atlas
Updated player wounded anim source
Fixed UI voice icon getting stuck on screen
Graphics and Controls refactor done, with just Audio remaining.
Can repair building blocks with hammer (costs resources)
- Forced fullscreen mode to dedicated mode
- Graphics options list UI is now built at runtime entirely from the enum
- Graphics option settings are loaded from disk
- Selected options are now highlighted
- Made base option classes bettererer
Made the weapon code more linear
network protocol++
Fixed bug in normal atlas gen
Improved path cost calculation and path smoothing
Added the appropriate topology modifiers to land rock decorfor paths to avoid them