108,245 Commits over 3,867 Days - 1.17cph!
Strip Unity / ST tree component from server builds
Greatly reduced serverside tree collider counts
Rock & cliff prefab finalization 1/2
Added conditional logic for all roof blocks
Begin playback in Start instead of Awake on SoundPlayer so sounds start after EffectAudioPerspectiveSwitcher does it's thing (temp fix until I implement a more general solution for adjusting sounds before beginning playback)
Skin colour is based on steamid
Fixed a case where wall pieces would spawn a corner meshes through T connected walls (for all remaining wall pieces)
Added conditional models for wall.low top tier
Fixed repeating pattern on stone roof
Fixed a case where wall.low pieces would spawn a corner meshes through T connected walls
Added end piece conditional mesh to close off wall end (wall.low.stone).
Added end piece conditional mesh to close off wall end (wall.low.wood).
Added end piece conditional mesh to close off wall end (wall.low.metal).
Added conditional meshes for metal wall.low and metal foundation blocks
Conditional meshes fully working for stone and toptier foundation blocks - lots less overdraw :3
Improved stone textures readability even more
made some improvements to the 3rd person pistol animations.
Changed fog mode in procedural map
made some improvements to the torch fire f/x; tweaked the deploy on the salvaged axe
Atmospheric improvements, scene stuff and file cleanup.
Updated all TestLevel bakes
Refactored splat and biome maps to natively support bit masks in their getters
Refactored the way terrain colors are sampled to support one color per splat per biome
Twig rooftop polish (with alpha masked hay textures)
Closed meshes wall.corner stone, wood
Added conditional models for wall.low corners
Prefab material ID fixes, cleanup
Reorganized some decor folders
Fixed resources spawning on cliffs
Increased min view distance from 50 to 250 to prevent nightvision trickery
Added a generic base class for processed textures
Added BlurTexture class (because why not)
Added BlendTexture class that blends two textures together (replaces BlentLUT)
Added all functionality of AtmosphericBlend to Climate (blending now uses biomes)
Removed AtmosphericBlend and BlendLUT
added particle effects for footsteps/bullet impacts in water. fixed a bug with the blood impact not removing itself
Don't update reverb/highpass falloff every frame + additional sound profiling
Tweaked position of lock on top tier door
Water, river and rock stuff.
Use the correct sound template for the cargo plane loop
Fix radiation sounds not playing
Scaled down C4 damage to be in line with the new healths
Added HorizontalAttribute to draw things in the inspector horizontally instead of vertically
Added fallback icon to terrain paint
Removed giant collider from warehouse
Changed all remaining terrain normal splats to normalmap import type; changed all to compressed
Added vertex normal toggle to std legacy terrain shader