31,237 Commits over 3,959 Days - 0.33cph!
Fixed IOOR bug in NavMesh Grid.
Weekend ai experiment.
Added fake indirect reflection shadowing for pixels receiving primary light shadow
Fixed rust/std terrain blend shader black detail occlusion
Added terrain material reference mini-islands to TestLevel
Changed terrain atlas generator to support spec+smooth in the same texture instead of separate
Rebuilt terrain albedo and normal atlas + compressed externally to force maximum number of mips
Added Petur's adjusted and fixed terrain splat textures + reference materials
Renamed all terrain splat textures as _albedo, _normal, _specular and _height for consistency
Set all terrain4 material specularity and smoothness params to 1.0 + now default
Fixed terrain layer shader outputting incorrect specular values (gamma issue)
Nuked unused splats
More visibility range. Not 100% working as intended yet.
Cover point visibility range should help with seeing cover when in environments with irregular shapes.
Fixed scientists dipping through the world (missing flag in movement mask)
made player always have his gun at the ready pose when crouched / crouchwalking ( 3rd person )
Navmesh grid patches can now be traversed by npcs, albeit a bit awkwardly.
Fixed import settings for spec and smoothness terrain source textures
Fixed error in packed texture asset postprocessor
Even more robust AiManager.
fixed hotspots taking 2 seconds to appear at night
A bit more robust handling of temporary sets in AiManager.
fixed leaking flares
fixed cave nodes not having minigame
removed temp survey crater work
ore hot spots spawn closer to the last one instead of on the other side
ore flare mesh cull and optimization
skin approval stuff
removed spring cost on SAP
reduced SAP HQM cost
skin approval
compile fix
Fixed some rust/std shaders shiny below 300
Fixed not setting specific blend-layer keywords on packed material
Fixed secondary map import settings
Manifest commands for holmzy
Fixed rust/std shaders getting color applied twice since cs
21864
Fixed an NRE when using dynamic cover point volumes.
Ai tweaks.
Initializing AiManager via bootstrap.
Added packed version of blend4way shader (base layer only for now)
Fixed custom editor on blendlayer packed
Merged blend layer shader code with the rest of rust/std + base layer packing support
Added packed version of blend layer shader
Nuked custom blend layer shader inspector
Merged packed and unpacked shader code for minimal redundancy
Re-packed construction atlas
Fixed packed shader simple quality addpass keywords
Now cleaning material keywords to absolutely necessary after packing
Added configurable packed texture save options
Fixed index out of range exception vulnerability when nav_grid is true.
Fixed adding empty packed map refs
Removed magenta debug print of active and dormant agents.