199,307 Commits over 4,140 Days - 2.01cph!
Started on diagnostic and options.
Standard shaders: moved detail mask into Detail Layer
Standard shaders: reordered some layers to fit rust/standard ordering; top-underlayer, bottom-overlayer
Standard shaders: first version of standard dirt layer; cloth shader only for now
- Added a game progress panel to the title screen
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Fixed network owner issue
Organising scripts a bit
Skill and Ability boilerplate + editor support
Added BehaviourPlan, BehaviourPlanSettings
Cloth shader: defaulted dirt mask to white
Cloth shader: added uv separate uv controls for mask and layer
Cloth shader: added fuzz attenuation based on dirt mask
Fixed missing dirt mask errors in shader gui
More cleanup and tweaks
Added Skill.Archery and Ability.ShootBow
Elvis new run anims part 3
Fixed campfire smoke soft particle settings; was causing too much transparency / clipping
Added proper overlay UI layer that's above all other HUDs, visible if any other HUD is visible
CommunityEntity.FindPanel now uses hierarchy-based paths
Added proper overlay UI layer that's above all other HUDs, visible if any other HUD is visible
CommunityEntity.FindPanel now uses hierarchy-based paths
Gamemanager now has option for specials - temporarily disabled for online
Clean slate spawn tables. Distant elephant grass no longer parties like it's 1999.
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Fixed Unit.FindClosestNavmeshPosition not working
All movement related actions now call the correct SetDestination(Vector3 position, IAction source_action) method to register callbacks
Actually fixed the potential crash related to navmesh position sampling
native non-adaptive tonempping renabled until something nice gets configured
Alpha'd tree branches no longer turn invisible at a distance. Yellow bushes for yellow grass.
Taming that crazy overexposed lighting, part 1 wip.
Twilight atmospherics, terrain wetness and water tweaks.
FOR FUCK SAKE factory prefab and model cleaning/fixing
Atmospherics, camera, driftwood and terrain tweaks. Added visible spec to matte rocks (so next-gen)
tweaked some of the stag animations
tweaked the relax gestures for the 2handed sword and the rpocketlauncher
smoothed the transition blending for the jumping animations
Specced up mushrooms. Twilight+night atmospheric wip.
Increased distance before which sign.huge.wood is culled
making collision bigger on courts
Removed spec values from materials. Increased fog distance to 60.
Added char09 Owl assets to line-up scene.
WIP char09 assets. Updated Igor texture.
- SaveGame now tracks new health and shield values
- Changed a bunch of stuff that used to effect/restore health values
- Start health/shield value can now be set to something other than their max values
- Reduced start shield to 2
Fixed SSAO Pro meta file, reassigned to camera; rolled back some test changes
Concrete slabs greybox set
Raw packet sending
Cleanup
- Started ScriptableObject tools to move to a better format for creating missions/objectives outside of a scene
Server queries share the gameserver port
Fixed showing PCGamer on menu