32,163 Commits over 4,018 Days - 0.33cph!
AsyncTerrainNavMeshBake for Pål
bin models/Prefab/Textures
Fixed warehouse exit in LS
Disabled entity pooling on ore hotspots (SimpleFlare clusterfuck)
Enabled entity pooling on ore hotspots
Don't load skins into RAM with itemskins 0
desklamp models/Prefab/Textures
Temp fix for DrawMeshInstanced ArgumentOutOfRangeException from FoliageDisplacementManager
Removed renderer_invalidate and collider_invalidate batching convars
Fixed some blurry UI issues
Network++
Save++
Made how to open inventory, how to open crafting less annoying
Updated some Item descriptions
launch_site dressing fixes / scene2prefab
fixed hotspot bonus sound not appearing where hotspot was destroyed
lowered ore hotspot HDR component
gathering destroy fraction is also multiplied by the ore minigame (fixes yields too high with lesser tools)
Fixed terrain atlas grass albedo using wrong texture
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