200,001 Commits over 4,140 Days - 2.01cph!
Disabled microfiber fuzz layer on reactive target (uses fucked up normal encoding that messes with deferred decals)
added dylan rally counter effect to art
Reactive target uses RendererLOD instead of LODGroup (never use LODGroup for stuff that doesn't walk around)
Adjusted reactive target bullseye collider (no hard edges that can cause perpendicular impact effects)
Adjusted reactive target physics layers (no player collision on the moving parts)
DeferredDecalRenderer command buffer refresh is allocation free
Added decal.cache convar (refresh decal system every frame vs. only when marked as dirty)
Spawn population tweaks
Fixed some stuff spawning midair near rocks
FOR FUCK SAKE particlenofog shader, remove refraction
!A refraction shader
FOR FUCK SAKE portal shader, fix refraction direction
FOR FUCK SAKE bomb prefab particle
FOR FUCK SAKE flame thrower added refraction
Manual copy of new HapisIsland (because Plastic apparently hates subtract inception)
FOR FUCK SAKE bomb prefab FX
FOR FUCK SAKE burner flame
!A particle blast texture
!A particle missing material
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fixed bullseye missing decals
Char morph editor funtimes
- Cocktail launcher changes
Morph masking and editor improvements
Merge from prerelease/dungeons_art
Atmos piece added, mixer edited
no nose is good nose
(removed nose from male and female)
fixed ONLY clothing in bills example of clipping, rest still needs to be done.
forgot to press refresh before checking in last time
Trainyard major level design update and dressing improvement
Reverted Terrain4 (I assume this was committed accidentally)
Default world size is 3000 to assure that everyone hates me
added lava court crucible to lava court
added swamp court fish shadowmeshes
added swamp court shadow meshes and combined in to one mesh.
added cruicible to lava court and animated
adding a prefab for 15x15 road junction
FoliageTools > SpeedTreeImportWizard
Lots of prefab/material updates because ^^
Move animal skin atlas mat out of Resources
BiomeSettingsEditor groups materials by category (generic/foliage)
Added console shortcut to make it easier to tell people how to open the console
Merged upstream nav mesh loading changes, nav meshes now load from addons properly
game.MountGMA now reapplies models that have been reloaded on to entities
sabertooth and terror bird, still really really rough in a lot of places
no nose on child
preparing to fix some human funkyness in next checkin
this fixes broken adult human for me
Automated Windows Build #225
Automated Linux Build #226