193,808 Commits over 4,079 Days - 1.98cph!
Cleaned up and prepared for both paths side by side
cave placements
optimized cliffs & rocks
autoturrets randomly stagger their target time (l ess server lag )
ceiling lights can be deployed on angled surfaces (so they hang down)
Players connecting auto-select their first inventory slot item (if there's an item in the first slot)
mailbox implementation
rifle body takes 250 scrap to craft
map crafts in 5 sec
note crafts in 5 sec
drinking from the world is slightly less glitchy (maybe)
manifest
phrases
protocol++
Nav obstacles for all props except beds.
Reverted graphics setting hw tier to default, back to FP16; need target alpha for post-based SSS
Renamed specular map post processor; added manual trigger for batch processing to tools/textures menu
Fixed NRE when subsurface profile is not assigned
Did I turn NPCs off? Turning them back on.
Made skidmarks look better because it's not 1995 anymore and we can handle a single 4096-poly mesh. ??
NetworkPlayer -> NetworkUser rename fixes
Rebuilt protobuf with merged magic.
Merging in character active/inactive branch
Make sure we send character data when subscribers and groups change
Remove eye network stuff, it can all be sent in character state
HV arrows show up as having a metal tip (temp)
lowered costs of metal hanging signs by 90%
lowered wooden sign costs
flamethrower can now damage AI
Removed unnecessary comment
crossbow reload time reduced by 0.8s
fixed crossbow scope misalignment
spear attack rate very slightly increased
duration between click and attack significantly reduced for spear
spear attack range increased
Added deferred extension scripts w/ support for post-based subsurface scattering and extended gbuffer
Added subsurface profile asset editor and runtime handlers
Added core skin shader gui
Added smoothness texture post processor for baked toksvig specular anti-aliasing
Added freeimage native plugin (editor only)
Shrubbery atlas, grass resource material + tint matching
Added new core brdf shaders
Updated encoding utilities
bugfix for semi auto weapons not firing as fast as they should
fishtrap requires cloth instead of rope again
SAR fire rate reduced to 0.175 to compensate
SAP fire rate reduced to 0.15 to compensate
Revolver fire rate reduced to 0.175 to compensate
Fixed clay tint (material uses neutral grey texture)
Biome editor can sync material library tint with splat channel
added crowd streak to Player protobufs and send them with match info
Island02 AI camp improvements
- Biome colors, mat lib, TOD tweaks
- Exposed scaling options for Resource views in editor
▆ ▅▆▍▄▌ ▄▇█▆▅ ▉▆ ▅▆█▆▄█ ▅█▊▍▌▆
explosion debris can now be colour coded