255,123 Commits over 3,990 Days - 2.66cph!
Fixed bug in normal atlas gen
Improved path cost calculation and path smoothing
Added the appropriate topology modifiers to land rock decorfor paths to avoid them
Merge branch 'tempZombies'
Generated files are now ignored.
Removed generated ProtoBuf files.
Committing so I can switch branches.
Fixed terrain texture flicker/artifacts on legacy terrain shader
Fixed array index error in AmbienceManager
Merge branch 'master' into sandboxing
Removed reference to `CommandLine.dll` in `GamePackager`.
Fixed assembly references being incorrectly generated for `GamePackager.exe` when the premake script generates VS project files for games.
Fixed TerrainMap.ApplyFilter flooring the upper bound
Moved coordinate normalization utility methods to TerrainMeta
Exposed bridge height level in TerrainPath
merge into main :
minor rebalance of condition
melee tools now get damaged faster when hitting the 'wrong type' of resource i.e. axes will break faster hitting ore
melee tools now gather resources faster if it's the 'right type' p.s. may have broken game & suck at plastic
merge into main :
minor rebalance of condition
melee tools now get damaged faster when hitting the 'wrong type' of resource i.e. axes will break faster hitting ore
melee tools now gather resources faster if it's the 'right type' p.s. may have broken game
minor rebalance of condition
melee tools now get damaged faster when hitting the 'wrong type' of resource i.e. axes will break faster hitting ore
melee tools now gather resources faster if it's the 'right type' p.s. may have broken game
[zombies] some HUD refactoring, etc
- Added generic option panel classes for handling booleans and collections
- Added graphics options panel
- Available resolutions are autofilled into the resolution option panel
- Graphics options can be navigated and toggled (but not applied) using keyboard (temporary)
Adding animation preprocessor - currently disabled
Adding test TENN15 anim
Stripped out all the Realm bullshit (and there was a lot of it)
Looting a corpse will now show the dead player's name
Made EntityRef more Realm friendly
Added ability to override single splats for faster splat tweaking iterations
WIP char04 ZBrush project.
Refactoring and optimization
Updates to TENN-15 rig (source)
fixed some errors on the bandage animations.
Graphics system refactored, now working on controls.
Adding all the textures for the corrugated building skin
added wip clouds to scene, need remoddelling and next texture. Need to work out why dx11 tessellation and displacement aren't working too.
Simplified player belt code
Aded fail safe to viewmodel holstering
- Graphics options menu work
Added TENN-15 game character & textures / materials
Added TENN anim folder, run anim game assets + clips
Added more 1st pass TENN run anims (source)
added missing recoil to shotguns (whoops)
properly implemented projectile drag coefficent
added missing recoil to shotguns (whoops)
properly implemented projectile drag coefficent
Cleaning/Refectoring
Network protocol++
Forgot terrainBindShaderProps execute in edit mode
Gibs for the tier1 wall block
Removed terrainPaint from testlevel terrain; added temporary script to bind necessary shader properties instead (both edit & runtime)
Cleaned up legacy terrain shader from terrainPaint specific stuff; keeping important changes on the legacy-terrain branch for now
Minor patch to TerrainSplatMap so it doesn't blow up with zero splats