126,711 Commits over 4,109 Days - 1.28cph!
[D11][Tutorial] Added HasOpenedStorage action
Fixed NPC entities snapping to world origin while traversing navmesh links
[D11][UI] water storage Water Transfer menu UI
[D11] [UI] MaskedColorLerp now tints colors by the objects vertex color before changes.
[D11] Actually enable the xb1/ps4 achievement/trophy unlock!
[D11] [UI] Fixed end of line error from merge.
[D11] [UI] Fixes to various bugs in Death Screen. Implemented popup warning when attempting to delete a sleeping bag.
Oil rig music and ambient sounds
[D11] Client side changes for achievements - PS4 Trophies ID's 01 -> 27
[d11][Audio] Started applying new reverb settings to trigger objects.
[D11] Server side changes for achievements
Fixes looping sfx not working
Fixes looping sfx not working
buoyancy improvements to rhib
fixed boat engines not taking wave height into effect during depth calculations
AI door issue scene
flasher/siren light now have passthrough
turret parts far less common from boxes
scene2prefab
compile fix
fixed oil rig ladders
scene2prefab
scene2prefab
fixed scientists spawning too slow
more waypoints
failed attempt at flamethrower npc usage
Add ability to loop & skip around music dynamically
Support for location specific music playlists
Oil rig music files
0.75 sec fade on distant rig lights.
Distance flare GPU instancing.
Added instancing support to FX/Additive Billboard
set mipbias to 1 on foam array
Added FX/Additive Billboard for Petur
Rig2 lights turn on and off depending on the time of day.
Light quad imposters to Rig2 lighting prefab.
Added optional toggle fade w/ adjustable duration to AmbientLightLOD; off by default
removed problematic cover point
ch47 crush trigger
cover handling
Cheapo unlit GPU billboard shader.
Related mats.
Added ProgressTime to water system; useful for debugging
Fixed black regions on horizon when looking up through the waves
cover state reload improvements
spas12 stock downsized to 1024 (saved extra 10MB)
Downsized spas12 and splash foam textures to max 2048 (saved 105 MB)
AI cover logic for reloading
intelligent reload logic when low ammo
Exfil state allows shooting
pick unique engagement points if possible (flank)
do not finish an entire burst if line of sight lost
pick unique roam points (no more bunching up)
smaller radius for obstacle avoidance (pass eachother on stairs)
Delayed junkpile loot spawn slightly to avoid null group warnings from JunkPileWaterSpawner parenting