124,050 Commits over 4,171 Days - 1.24cph!
some more work on keypad albedo
signs no longer take bullet or explosive damage
Editor loadout chooser persistance
Loading music obeys music volume convar
Updated the digits on keypad
Slimmed the stone skin walls and foundations
Various small fixes in the custom map
Prefab cleanup
Moved LegacyLevel to release folder
Added LegacyLevel to build settings
Ghetto fixed radtowns 2 and 4 being randomly scaled
Optimized SkinnedMeshCollider rebuilding
Merge from terrain-improvements
modified sign health and protection so they can't be used as damage shields - they're always worse than wood blocks
reduced explosive protection from signs
fixed the rocket launcher ironsighting so it points to the center of the screen
Rivers and roads made visible.
Fixed cloud billboards getting culled (wrong layer)
Quick first pass at horse footsteps
Fixed 2048 leaf textures
Fixed SpeedTree updater to use the new shader
Ran Speedtree updater
Renamed Petur's map to something less misleading (HapisIsland)
Fixed fogging in HapisIsland
Fixed rock/radtown draw distance in HapisIsland
Updated content maps
Slimming Wood and Toptier building skins
Made stuff static in HapisIsland
Tweaking quality settings - beutiful is default, fantastic has 4 cascades + higher shadow distance
Merging perf stuff from map branch
Bad merge in UnityVS.VersionSpecific.dll
smg + prefabs + textures + materials. smg is split up into seperate meshes for helky welky
Prettied up rocket spawning (no longer a clipping mesh in your face)
rockets should be able to hit people now
fixed tracer material regression
prettied up rocket smoke trail
Optimizations and quality improvements for parallax occlusion mapping
Reduced aniso level for base terrain pyramid maps
updating revolver textures and material
Patched water script
Added lake shader and material; screen-space is for ocean only but keywords are global
Vignette experiment (apply pre-tonemapping)
God ray experiment (apply post-fog)