243,174 Commits over 3,898 Days - 2.60cph!
Merged all lighting models into a single one with toggable parts
Re-enabled some features in std rust shader
updated TENN forehand stretch
Added test river mesh material
Made terrain raycasting optional
Two sided STs to test backlighting
Added backhand volley to TENN controller
Got most of the base player networing updated.
Assemblies loaded by GameHost are now strongly signed.
Added occlusion awareness to wetness
added test_court gameplay courts to unity and set up shaders. Added water jet shader to test court. Started on test_court 3ds max scene
Fixed shader typo causing grayscale albedo in wetness
Now using strongly named builds of `Pngcs.dll` and `Mp3Sharp.dll`.
Added rules in premake script to sign various assemblies.
Directional damage indicator
Fixed death screen background
Fixed testlevel terrain not showing properly
Fixed menu scene and a few other terrain mats; added back 4-layer terrain shader temporarily until menuscene gets remade
Moved horizon fade env refl occlusion into RustPBSLighting to save ALU
Traded detail spec map for occlusion map; also affects env refl occlusion
Swapped rust std shader wetness order to be after particle accum
Improved shader parity with original std shader
Autospawn decor rock tweaks.
Working on strongly naming assemblies loaded by the game host process.
Added delta modifier methods to the terrain height map (mostly for rivers)
Cleaned up some terrain map code
Buncha mats, and some cleanup.
Added TENN backhand volleys & .meta
Added river water mesh generation (WIP)
Fixed neon green clovers.
Fixed pixel offset shift on TerrainSplatMap apply
- Added support for additonal weapon anchors, started propper implementation of dual/multi wielding
[smash_blox] Ball now bounces non-uniformly.
Made TriggerTemperature suck less
Fixed mistake in demo recording logic, fixed SmashBlox demo.
New 3x cheaper pine trees.