199,032 Commits over 4,140 Days - 2.00cph!
set mipbias to 1 on foam array
Added FX/Additive Billboard for Petur
Rig2 lights turn on and off depending on the time of day.
Lot purchase UI was missing dollar signs. Added a general WiseGuys currency extension method and used it in a few places.
Light quad imposters to Rig2 lighting prefab.
Added optional toggle fade w/ adjustable duration to AmbientLightLOD; off by default
NPCs now die automatically if they get really stuck for more than 30s
removed problematic cover point
ch47 crush trigger
cover handling
Cheapo unlit GPU billboard shader.
Related mats.
Added ProgressTime to water system; useful for debugging
Fixed black regions on horizon when looking up through the waves
cover state reload improvements
L4D1 cables ( and probably other L4D1 maps too ) cables/ropes are no longer invisible, SplineRope fallbacks to Cable shader.
90% sure we don't need to position non-visible proxy characters
L4D1 maps no longer flicker mad (Unsupported $detailblendmode modes fallback to 0)
spas12 stock downsized to 1024 (saved extra 10MB)
Downsized spas12 and splash foam textures to max 2048 (saved 105 MB)
AI cover logic for reloading
intelligent reload logic when low ammo
Exfil state allows shooting
pick unique engagement points if possible (flank)
do not finish an entire burst if line of sight lost
pick unique roam points (no more bunching up)
smaller radius for obstacle avoidance (pass eachother on stairs)
Fixed a brief sort of teleport slide that new proxy characters (NPC and human) would do when first spawning in.
World Lights loading uses version number, and displays version mismatch message
Delayed junkpile loot spawn slightly to avoid null group warnings from JunkPileWaterSpawner parenting
Fix flechette gun console spam
Added DISPSURF_ enums
Added SurfaceFlags and DispFlags to TraceResult
Rig2: Spotlight cull popping fix.
Rig2: Hero light meshes have very long range visibility.
Rig2: Increased some light cull distances.
Fixed a bunch of light fixture mats not being GPU instanced.
Tweaks to crest foam; replaced foam array with matt's
[D11][Tutorial] Signal flare now stops on player loot of supply drop
Added growing items to shop. Tweaked shop amounts etc. of a few items.
Refactors FE SFX a little.
Adds in looping sfx when finding a game.
Refactors how the FE SFX work.
Adds in looping SFX whilst finding games to join.
Fixed spawn locations in game mode. No longer found purely by code + guessing.
Fixed LODConverter working on root obj not current obj
[D11][Tutorial] Fix for issue #1033, refactored objective system so previous task animations no longer interfere with new tasks
[D11][Tutorial] Tutorial setup now occurs earlier
[D11] Clients can now time themselves out if a server isn't responding, and servers will now timeout unresponsive dead players as well as living ones
Working on fixing spawn locations.
added greybox building components
[d11][Audio] Created brand new reverb presets ready to apply to structures etc.
Fix up pool mode 2 in D11WorldSpawn
Ensure RandomDestroy stuff doesn't end up in D11WorldSpawn (not safe to pool)