243,826 Commits over 3,898 Days - 2.61cph!
someone complaind that the animals looked like they were just spooged on.. I fixed that.
can't upgrade building blocks under attack
re-added consumption sound effects
Explosives now have a minimum damage distance (grenades are more effective)
viewmodels are snappier when aiming down the sight (better combat)
ironsight fixes for various firearms
changes to the ironsighting script to allow it to blend smoother between non-ADS and ADS
Wood yield scaled with tree size. 15% bonus on arctic ones.
Removed spec from tree billboards for real. Synched some inter-species tree colors. More rocks.
- FloraGroup material operations are now fired by ZoneSeasons on init, materials get copied and assigned per zone.
- Tweaked Before/Water shader a bit (opaque for now because fuck you fog bug)
- Updated tree prefabs with FloraPrefab component
- TOD tweaks
tone down the specular on the horse hair so it doesnt look like it's auditioning for a shampoo commercial
Per gameobject audio voice count limiting
animations for the beancan grenade view model
added sound and special fx as well
some more animal animation tweaks
tweaked animal animations.
fixed the bug where the horse sounded like a popcorn machine
Finally, a single base Activity can be written to file, and then read again.
added missing normal map to grenade
fixed grenade pausing in mid air for a second after thrown
slowed down hammer refire rate
fixed explosives not resetting building block repair delay
FOR FUCK SAKE tweak baground shader to make it look more starry and less smoky
FOR FUCK SAKE added fake SSS to the main shader
!A temporary reflection probre update script
Working on FloraGroup/FloraPrefab material duplication on a per biome/zone basis at runtime
Enabled ocean/ss in Water prefab
God ray experiment (apply post-fog)
Vignette experiment (apply pre-tonemapping)
Patched water script
Added lake shader and material; screen-space is for ocean only but keywords are global
updating revolver textures and material
Locking input better but still a bit shit though.
- Started reworking the way enemy difficulty/level is scaled
Optimizations and quality improvements for parallax occlusion mapping
Reduced aniso level for base terrain pyramid maps
Got building all the dlls for persistence working.
rebuilt raft materials, added new net ropes, fixed shadows on court surface, started on swamp trees
Added Load screen
Switch Lobs to use spline system
Setup Igor smash config
Prettied up rocket spawning (no longer a clipping mesh in your face)
rockets should be able to hit people now
fixed tracer material regression
prettied up rocket smoke trail
input delegate gives you the button pressed.
Can now ask for permission on the server to loot containers.
Added a message handler system for playerinput class
Trying to get activities to be persistent
smg + prefabs + textures + materials. smg is split up into seperate meshes for helky welky
Bad merge in UnityVS.VersionSpecific.dll