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3rd person player anim tweaks
3rd person player anim tweaks
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.
Ai planning experiments continues. Added Idling and some tweaks.
Increased density of position samples (but not calculating path to all of them).
AI Planner: Idling being less stupid, more vivid memory of recent targets and better equipped to deal with unseen attackers.
Rocket factory dressing / added overgrowth inside rocket factory / moss
Fixed up some server vs client stuff in ai.
Fixed bow sometimes spamming RPCs to server
Rocket factory / added moss inside the rocket factory building
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)
Some more cleanup of ai code.
Fixed hair inset shadows
Fixed hair temporalAA filtering
Fixed ShadeVertexLights overload issuing wrong path; touched affected shaders
Cherry picking shader changes from /main/hair
Fixed boostrap not updating the loading screen text
Debris / ragdolls and shit no longer prevent you from picking up / interacting with objects behind them
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
Dropped items despawn about two times slower
Seeds are considered "common" instead of "rare" and despawn faster when dropped
Corpse despawn time scales with the rarity of the contained items
3rd person player anim tweaks
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Foliage properties backup
attenuation of wind on flowers and small foliage
tweaks to grass meshes to fake more coverage
displacement value stored in Blue channel
increased coverage on grass blade models
Use vertex color B channel to scale displacement
Merged from main/humanoidNPC branch.
Launch site warehouse LOD/COL/prefabs
Rocket factory grounds, replaced game objects with prefabs
Tinting and placement improvements
Enabled foliage distance fadeout (toggled via vcolor.b like displacement)
Steeper curve to scale item despawn time based on item rarity (i.e. rare items despawn even slower)
Launch site warehouse awning and tweaks