199,277 Commits over 4,140 Days - 2.01cph!
updated the current barricades with gibs and lods, updated collisions paths
Added vince to the devlist
Some rework on a gib mesh
Builder show eac_hashtool errors
merge from barricades branch
an eac_hashtool that doesn't tell lies
Disabling ZoneEcology spawning checks while I fix shit
Fixed some Logs that were accidentally renamed to LogError during removal of MonoBehaviourExt
an eac_hashtool that doesn't do stuff for your own good but then fucks it up and makes it worse
grenade usability updates, better effects
lowered grenade light radius
- Added a simple MergeSceneWizard
- World now included in startup_scene (removed game_bootstrap scene)
- Removed mainmenu_scene, no longer loading a scene background (to be replaced with a new world on first startup, or the last save's game world)
- Re-enabled WorldWeather spawning and fixed some issues with WeatherVolume's not picking a WeatherType
repair bench pivot fix, I hope.
lowered thompson rate of fire a bit
Added optional screen space based water, enabled by default; reduces precision requirements; fix for issue #29
Explosions raycast so you can take cover from them now
+ c4 won't destroy all the boxes in someones house when placed on the outside
- Added basic player stuff.
- Items inventory and stuff.
3 new heads fbx's, prefabs + materials
added ropes to raft, combined all, cut in detail on logs, exported to unity and set up new scene
Reverting screenspace water
skinning update for Mavis rig source
Adding accidently ignored shit.
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bunch of world models for salv. axe/ hunting bow/ eoka pistol / thompson / and more..
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Changed the burlap headwrap to use the standard shader. Also fixed some shading errors on the model
imporoved the bandage other animation so it's longer and matches the bandage self anim.
tweaked the blending for the salvaged axe animation.
Network proto++
Added horse animal
Lowering sign resolution (crash test)
Fixed pillar render distance #118
Post-build deployment, GUID: 9d08a097-c3ce-4669-8cb3-711c7c22fcca
Updated movement controllers
Updated igor prefab and scene
unwrapped raft, smoothed and combined logs to one object
shaderlod now targets only specific shaders
- Made some of the corridors and areas wider in 1-1 to be more boob friendly
Speedtree perf lockdown
- Automatically try to set the tree LODs (unification)
- Make sure all Speedtrees are labelled Speedtree
- Disable Smooth LOD transitions (perf test)
- Set Alpha Cutoff properly
- Switch shader to defaults (invert this when we're ready)
- Limit billboard texture size to 1024, disable mipmapping
- Force tree networking global (fixes pop in on some trees)
- Force tree layer to Trees
- Inverted TreeMesh placeholder behaviour
- Deleted old camera prefab
- Made a new camera prefab
- Referenced new camera prefab in 1-1