127,253 Commits over 4,109 Days - 1.29cph!
Fixed q=2 penumbra hard edge on spot lights
Fixed q=2 point light artifact when close to camera + penumbra size
Another autoturret order tweak
Removed detail layer from hoodie material
merge from compound branch
added lower tricount and hat morphs for lod1 hairstyles. more work on hairstyle07
Fixed upgrade menu / highlight not working with lookatradius 0
Added support for generating terrain splat texture arrays
Added texture array asset inspector override for working preview
Changed terrain rendering from atlas textures to texture arrays (finally)
Doubled parallax occlusion mapping sample count
Async read fallback to native path on unsupported platforms (e.g. glcore)
Better async read fallback/safety handling on coverage and culling
tweaked dye materials to be slightly less shiny. more work on hairstyle 7, final and lods
extra sewer tunnel block
Sewer Branch fresh dressing pass underground
added hat morphs to lod1 hairstyles so they no longer clip through headwear
Disabled high quality shadows (PCSS) on glcore (sampling bug)
NPC sensory system rework, WIP.
More progress on the new NPC sensory system.
Attempt to fix random black pipes problem
makeshift canoe and oar - fbx, materials, prefab, lods and textures.
Powerplant progress backup
Powerplant progress backup
Powerplant progress backup
Bandit town progress backup
Improved vizualize texel density tool portability; moved to third party
Added root .vs folder to ignore.conf
Updated visualize texel density to latest; now works in scene view
Added texel density support for core/foliage, core/foliage-billboard
Updated texel density tool; fixes scene view
Powerplant near final puzzle/set dressing
extra overhang pieces based on stairs set
More work on NPC sensory system.
Bandit town progress / greyboxed wooden shack modular walls
Hapis Islands monument progress
More updates on sensory system refac. Cover point sensing now up to date.
Airfield and trainyard progress backup