reporust_rebootcancel

106,688 Commits over 3,836 Days - 1.16cph!

7 Years Ago
attenuation of wind on flowers and small foliage tweaks to grass meshes to fake more coverage displacement value stored in Blue channel
7 Years Ago
Foliage properties backup
7 Years Ago
backup
7 Years Ago
merge from foli
7 Years Ago
merge from main
7 Years Ago
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7 Years Ago
compiled global dll
7 Years Ago
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7 Years Ago
3rd person player anim tweaks
7 Years Ago
Corpse despawn time scales with the rarity of the contained items
7 Years Ago
Seeds are considered "common" instead of "rare" and despawn faster when dropped
7 Years Ago
Dropped items despawn about two times slower
7 Years Ago
Overgrowth texture desaturation on the yellow range and overall brightness increase Terrain grass texture sat increase mid yellow/red Grass splat color tweaks, Overgrowth tint color tweaks
7 Years Ago
Debris / ragdolls and shit no longer prevent you from picking up / interacting with objects behind them
7 Years Ago
Fixed boostrap not updating the loading screen text
7 Years Ago
merge from main
7 Years Ago
7 Years Ago
Merge from main
7 Years Ago
Cherry picking shader changes from /main/hair
7 Years Ago
Fixed ShadeVertexLights overload issuing wrong path; touched affected shaders
7 Years Ago
Merge from decay_tweaks
7 Years Ago
Fixed hair inset shadows Fixed hair temporalAA filtering
7 Years Ago
Some more cleanup of ai code.
7 Years Ago
Test
7 Years Ago
Deployables only decay when they're outside (no roof / overhang above them) Decay timer no longer resets when objects are interacted with (e.g. opening storage containers, still resets when repaired)
7 Years Ago
Rocket factory / added moss inside the rocket factory building
7 Years Ago
Fixed bow sometimes spamming RPCs to server
7 Years Ago
Fixed up some server vs client stuff in ai.
7 Years Ago
Rocket factory dressing / added overgrowth inside rocket factory / moss
7 Years Ago
AI Planner: Idling being less stupid, more vivid memory of recent targets and better equipped to deal with unseen attackers.
7 Years Ago
Increased density of position samples (but not calculating path to all of them).
7 Years Ago
Ai planning experiments continues. Added Idling and some tweaks.
7 Years Ago
More AI Planning experiments. They now seek cover when they run low on ammo and reload, they will know when they're partially in cover, advance their cover toward your position or retreat in cover when hurt.
7 Years Ago
3rd person player anim tweaks
7 Years Ago
3rd person player anim tweaks
7 Years Ago
wip
7 Years Ago
more coast
7 Years Ago
south coast wip
7 Years Ago
wip
7 Years Ago
fix for 3rd person weapon animations not playing
7 Years Ago
Rocket factory grounds / dressing progress / silo COL, LOD's, prefabs / grounds loot spawners
7 Years Ago
Updated native plugins for Linux (built with older version for backwards compatibility)
7 Years Ago
wip
7 Years Ago
pre-microcliffage
7 Years Ago
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7 Years Ago
world setup stuff
7 Years Ago
More details in combat log when rejecting attacks for various reasons Network++
7 Years Ago
Overwrote baseball cap with player hair prefab and overwrote bandana and balaclava with player facial hair prefabs. Tested on craggy island map.
7 Years Ago
Lowered maxtickspersecond default value to 300 (from 1000) Increased maxpacketspersecond default value to 1500 (from 1000)
7 Years Ago
Some more work on STRIPS planner based npcs. They can now use cover more intelligently, will try to dodge when you aim at them, be more stressed about leaving their home base and do less hunting/chasing (feels more tactical when they prefer cover). Lacks idling atm.