31,246 Commits over 3,959 Days - 0.33cph!
clothing arrow protection unified with bullet protection
armor information displays in crafting window
TAA alpha stabilization (player_preview)
compile fix
color change for overlay again
new armor info panel
bone armor protects legs as well
Fixed TAA-induced alpha ghosting in player preview
overlay mask for armor display
PostProcessLayer fall back to normal render path when TAA is disabled
Experiment: DontBecomeSolidWithPlayerInside no longer does anything
fix for quickcraft icon lag when looting players
removed map update processing when the map was not even open (oops)
Body hover locations now scale correctly
can hover over body part in inventory to see local protection
removed a bunch of unused damage types from armor display
can wear bandana with bucket helmet and wood armor helmet
Fixed some hair materials not replaced when switching between player seeds
Cleared a couple of heap allocs
ugly ass solution for bulletproof window gibs
disabled eyebrow materials on non TSSAA, created separate eyebrow strand materials, condensed skin player asset files down to asian, light and dark female and male, (removed #01, #02, #all etc)
Making sure we don't duplicate obj motion vec fix
Fixed eyebrow materials not getting replaced
added hairstyle 3 male and female. tweaked materials on facial hair 2 to look better and reduced texture size, created skin tone hair presets and applied to players, made pubic hair darker and less contrasty, made female pubic hair smaller in general, WIP work on hair dye, setting up hair colour preset materials and skin tone specific
Fixed facial hair 01 not showing
Fixed non-TAA OpacityMask not hiding hair when set to 1
Assigned race hair sets to respective skin sets
Removed hair dye variations for now
Add hair shader gui with copy/paste property buttons
Added hair sets for each race
Added hair dyeing (dark only for now)
bullet proof insert model/gibs/collider
window bars are thinner on all tiers inserts
fix for tree minigame always going right and never left
tree minigame rotates each X less
tree minigame X starts relative to the initial strike position rather than randomly
tree minigame picks one direction to rotate never goes the other way
added bulletproof glass window insert
satchels that hit other satchels will attach to the first satchels parent instead of falling off
timed explosives no longer act as garrys mod style thrusters on vehicles
if a satchel becomes a dud it falls off the object it was attached to when it moves
satchels that have fallen off their parent are always pickuppable ( no short fuse game)
FIxed editor NRE in PrefabAttribute when modifying certain prefabs
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tree smoke no longer loops
primitve loot box fbx update, now has a basic bottom
NRE fix in object motion vector
Another stab at fixing player/animal motion blur popping when swapping LODs (less costly)
Added convar to alter Navmesh Obstacle behaviour.
Animals should die less on spawn during server startup (if at all).