115,069 Commits over 3,959 Days - 1.21cph!
Canyon progress
Added two big sewer rooms
Merging holosight branch into main
Can equip mods by dropping onto weapon icon
Weapon slots shown on icon
Water: matching refl occ fade-in
Water: quality adjustment fix
Water: Fixed shore blending artifact
Canyon early work backup
Water treatment plant stuff
Converted cold overlay to ScreenOverlayEx
Large furnace smoke more grey and better motion
Started re-naming impact FX to be more descriptive
Deleted some more duplicate FX
Added dryfire effects prefab for crossbow to fix sound not playing
+1 railing model
Water treatment plant lootcrates and statics
faster and more reealistic collect stone/mushroom FX
smoke signal is now purple
Water treatment plant backup
Electric buzz sounds for petur
Slight left/right panning on local player footsteps
▄▆▅█▊▊█▉▍▊▅ ▆▆▆▋ ▌█▄▉▊ ▅▇▅ █▇ ▌▆█ ██▅ ▉▄▋▇▌▌▄▆▍▄▍, ▆▍▊█ ▄▆ ▅▅▋▋▋▍, ▌▋▄▊ /▅▌▇▄▅▉ █▉▆█▌▍▍ ▇▌▊
Fixed a gazillion missing ST textures, rebuilt their materials a few dozen times for fun
ScreenOverlayEx takes light intensity into account
Projectile tracers no longer disconnect from their parent one frame too soon
▇▇▍█ ▄▌▋▉▊▋█▆▌█▉ ▉▇▋▍▄▄ ▋▉▇▋▌▆ ▄▆▊▆▆▊▅
!▆██▊▊ ▌▋▌ ▆▉▍▋ ▌█▉▄█▄▍▋
PVT: forgot to touch the standard terrainblend shader; fixes tiling issues
Fixed EffectRecycle lifetime calculation
SpeedTree asset tools support multi-selections
Missing collision component on trainyard1
Progress on water treatment plant
Extended the sewers greybox set
Water filtering tanks greybox's
Strairs overhang/catwalk greybox
▉▊▉▅▊▌▆▉▊ ▋▇█▇▊ ▅▉▊▋▅▅▄▋▌ ▅▉▍▅▄█ ▅▆▇▍▇▄
▄▍▆▇▄▋▋▄▋▄▄ ▆▄▅▌▅ ▅▇▅ ▉▆▍▄▉
Added clientsideEffect and clientsideAttack flags to projectile (for non-authoritative projectiles)
Fixed NRE in projectile prediction if non-authoritative
Explicit case for fake projectiles with a penetration power of 0
ST: reverted billboard vface compensating for inverted orientation
ST: updated all materials