250,330 Commits over 3,959 Days - 2.63cph!
Fixed mismatch between volumes under water and refraction
Fixed specular below water; added underwater shader
Added chromatic dispersion to water refraction; ramped up distortion for low freq waves
SocketHandle for window bars, embrasures and shutters
Window bar sockets also work like doorway sockets rotation wise (since the armored window has two different looking sides)
Window shutter sockets work like doorway sockets (placement rotation)
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fixed most napalm extinguishing right after spawn from helicopter rockets
Changed the way the city editor works.
merge from building_atlases
Shutter, embrasure and window bar prefab updates for the new socket features
Fixed special bar size re-added yellow buffers.
added blog banners, added grass mesh to temple court
added grass mesh to temple court, texturing
FOR FUCK SAKE playership cleaning/aiming laser
FOR FUCK SAKE town with skubox
WIP stat type refactor and organisation
Door prefab updates for the new stability backend
Cherry picking Vince's door material fix
Missing folder f!'@#]p/?plastic
- Added a placeholder loading screen when starting a mission
- Playership now uses same minimap marker setup as everything else
updated ak47 material values
updated ak47 lods maya file
New crosshair focus special meters, deleted yellow buffers.
- Model post processor now sets material name setting
- 138 materials that got generated as a result
Mavis flying anims - batch 2
Ramp construction socket (used for roof)
LOD management. Fucking this off though for something else.
- Fixed the 1 pixel border on death screen
FOR FUCK SAKE background camera script, added a condition to avoid error spam
Added maxthreads convar (number of threads to use for the procedural world generation, defaults to processor thread count)
FOR FUCK SAKE planet prefab
FOR FUCK SAKE WIP planet
FOR FUCK SAKE add light attenuation to subsurface shader
!A simplex noise script
!A planet script
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