106,683 Commits over 3,836 Days - 1.16cph!
Automatically position the camera so the object is centered and filling a specified % of the screen at its maximum dimension
Baseline starting shaders and hlsl support for world-space AO
Added craggy RT test scene
Add a mission ofjective type to have X of an item in your inventory, obtained in any way
added d3d12, made primary
Add mission objective type for crafting specific item(s)
▆▌▋▍▅ █▍▋ ▉▇▉▇▊▅▇ ▊▍▄▉▌▋▄▄▉▆.
mannequin models and textures #4
mannequin models and textures #3
mannequin models and textures #2
mannequin models and textures #1
Starting pass on gizmos for adjusting the pose of the mannequin, feels pretty bad right now but the fundamentals are there
Mannequin inventory behaviour now matches player clothing behaviour (can't equip a hazmat suit and other clothing)
Make the female version a prefab variant, better model placement
Added a female version (separate prefab/deployable)
Minimal init for skin viewer, fixed disconnection issue
Made mannequin specific head/torso/feet/etc prefabs (identical to defaults for now)
Added a Mannequin skin set config to allow for new materials
Skin viewer finds the model's true centre and rotation pivots it around that point.
SkinViewer scene gets bootstrap setup and inputs. Basic model rotation.
Basic SkinViewer scene with lighting etc, based on ModelViewer scene. Added SkinViewer to the scene list for builds.
Testing out a player deployed clothing mannequin
Currently works as a 7 slot inventory that player can deposit clothing into, spawns a default player model and displays the clothing
Also supports showing skins on items
Neutral setup for guncam UI
Super minor bounce & screen brightness tweak.
Remaining widgets for AH gunner's screen
▇▇▋█▋▇ ▋▅▋▅ ▅▅▇▇ ▆▇█ ▄▌█▇▉█▉▄ ▋▉▇▆▅▋
Add a mission objective script which requires the player to press a button
Updated silo prefabs and meshes
Added LODs to a few silo pieces
Guncam progress & related files.
Removed a few large but unused shaders from always included list
Scene/UI progress & related files
Changing the default pool prewarm count to 1 of each instead of 10 of each (some frequently used prefab types still prewarm with 100)
█▋▉▋█▍▉ ▅▆▌▊▄▊▊▄ ▌▇▊ ▌ █▉▋▇▍▉▉ ▉▄▆▅▉. ▍█▋▋▌ ▄▉▋▋█▉.
Update HUD to show failed objectives
Automatically mark missions dirty when completing or failing an objective
residential buildings prefab include glue meshes
road prefabs - some more overgrowth dressing
glue for cemetery fence
tweaked decals opacity
fixed offset on town square collider
fixed some holes left behind in residential buildings LOD2's
attempt to fix terrain trigger in cave_large_sewers chimney