33,405 Commits over 4,140 Days - 0.34cph!
Fixed some rust/std shaders shiny below 300
removed spring cost on SAP
reduced SAP HQM cost
skin approval
compile fix
ore flare mesh cull and optimization
skin approval stuff
ore hot spots spawn closer to the last one instead of on the other side
fixed leaking flares
fixed cave nodes not having minigame
removed temp survey crater work
A bit more robust handling of temporary sets in AiManager.
fixed hotspots taking 2 seconds to appear at night
Even more robust AiManager.
Fixed error in packed texture asset postprocessor
Fixed import settings for spec and smoothness terrain source textures
Navmesh grid patches can now be traversed by npcs, albeit a bit awkwardly.
made player always have his gun at the ready pose when crouched / crouchwalking ( 3rd person )
Fixed scientists dipping through the world (missing flag in movement mask)
Cover point visibility range should help with seeing cover when in environments with irregular shapes.
More visibility range. Not 100% working as intended yet.
Changed terrain atlas generator to support spec+smooth in the same texture instead of separate
Rebuilt terrain albedo and normal atlas + compressed externally to force maximum number of mips
Added Petur's adjusted and fixed terrain splat textures + reference materials
Renamed all terrain splat textures as _albedo, _normal, _specular and _height for consistency
Set all terrain4 material specularity and smoothness params to 1.0 + now default
Fixed terrain layer shader outputting incorrect specular values (gamma issue)
Nuked unused splats
Added terrain material reference mini-islands to TestLevel
Fixed rust/std terrain blend shader black detail occlusion
Added fake indirect reflection shadowing for pixels receiving primary light shadow
Fixed IOOR bug in NavMesh Grid.
Weekend ai experiment.
Fixed terrain atlas grass albedo using wrong texture
fixed hotspot bonus sound not appearing where hotspot was destroyed
lowered ore hotspot HDR component
gathering destroy fraction is also multiplied by the ore minigame (fixes yields too high with lesser tools)
launch_site dressing fixes / scene2prefab
Updated some Item descriptions
Fixed some blurry UI issues
Network++
Save++
Made how to open inventory, how to open crafting less annoying
Removed renderer_invalidate and collider_invalidate batching convars
Temp fix for DrawMeshInstanced ArgumentOutOfRangeException from FoliageDisplacementManager
desklamp models/Prefab/Textures
Don't load skins into RAM with itemskins 0
Enabled entity pooling on ore hotspots
Disabled entity pooling on ore hotspots (SimpleFlare clusterfuck)