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121,809 Commits over 4,048 Days - 1.25cph!

10 Years Ago
added machete added sword stone spear takes resources instead of wood spear (exploit fix) lowered cost of salvaged icepick
10 Years Ago
updating survey charge
10 Years Ago
Added a debug scene for SESSAO
10 Years Ago
stone spear takes 300 wood instead of 1 wood spear (exploit fix)
10 Years Ago
Fixed black sky in broad daylight; usually when starting with water1 enabled Fixed SESSAO not working with water1
10 Years Ago
new charcoal texture set, metal_panel_c texture set, refinery prefab setup, refinery models, collisions and gibs files
10 Years Ago
Deferred decals now work both in edit mode and on the scene camera Added some interesting test cases to the DeferredDecals scene
10 Years Ago
Deferred decal refactor DeferredDecal SpecGloss support
10 Years Ago
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10 Years Ago
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10 Years Ago
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10 Years Ago
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10 Years Ago
players no longer bleed Kool-Aid (ie. made the blood color darker/realistic)
10 Years Ago
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10 Years Ago
Removed some debug code from deferred decals Added blood decal to DeferredDecals scene (something is fishy)
10 Years Ago
viewmodel+worldmodel for melee weapons ( sword / hatchet ) sound fx for sword / hatchet fixed some errors with the anim controllers for the salvaged axe / icepick
10 Years Ago
merge from main/rainsurfaceambience
10 Years Ago
merge from main
10 Years Ago
Rain surface ambience system Wood and metal rain surface ambience sounds Lower ambience volume when the camera is inside
10 Years Ago
TerrainPath keeps a list of spawned monuments (cc Helk)
10 Years Ago
First version of a deferred decal system Converted bullet decals to the new system (better performance during intense gunfights)
10 Years Ago
Added optimized SESSAO shader to variants
10 Years Ago
First pass optimizing SESSAO; now 60% faster on D500 at 1440p
10 Years Ago
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10 Years Ago
survey charge
10 Years Ago
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10 Years Ago
finished all of the 3rd person crouched turn in place animations added 3rd person animation for when the player steps on a bear trap added sound / fx for beartrap player stuck anim.
10 Years Ago
Disabling PVT when shader lod or terrain quality are low enough
10 Years Ago
Named some command buffers; profiling stuff
10 Years Ago
Optimized NaturalBloomAndDirtyLens using low precision/bw encoded scratch buffers; 2x faster in both quality modes on d500 @ 2560x1440; perceptually identical Updated Main Camera prefab
10 Years Ago
GamePhysics now also verifies enabled state of collider (in case collider was disabled after the most recent LateUpdate) GameTrace causes less GC load and uses GamePhysics as its backend
10 Years Ago
Fixed tool cupboard deployment guide rotation
10 Years Ago
Fixed research table being offset realtive to its placement guide
10 Years Ago
Subtracting that bloom effect toggle
10 Years Ago
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10 Years Ago
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10 Years Ago
Fixed bloom and lens dirt effect still running when disabled in effects UI Switched to low res buffer in eye adaptation effect (halved time on my D500); updated Main Camera prefab Made wetnes underwater spec occlusion fadeout more aggressive
10 Years Ago
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10 Years Ago
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10 Years Ago
Fixed "Dimensions of color surface does not match dimensions of depth surface" error when resizing viewport
10 Years Ago
Minor CraggyIsland fixes
10 Years Ago
Fixed cave triggers not existing serverside
10 Years Ago
Fixed some code that set Random.seed without reverting it (this probably doesn't matter at all, but it helps me sleep at night)
10 Years Ago
Added test cave to CraggyIsland Cliff topology blocks grass again (!)
10 Years Ago
lowered sandbags barricade
10 Years Ago
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10 Years Ago
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