250,314 Commits over 3,959 Days - 2.63cph!
tone down the specular on the horse hair so it doesnt look like it's auditioning for a shampoo commercial
Per gameobject audio voice count limiting
animations for the beancan grenade view model
added sound and special fx as well
some more animal animation tweaks
tweaked animal animations.
fixed the bug where the horse sounded like a popcorn machine
Finally, a single base Activity can be written to file, and then read again.
added missing normal map to grenade
fixed grenade pausing in mid air for a second after thrown
slowed down hammer refire rate
fixed explosives not resetting building block repair delay
FOR FUCK SAKE tweak baground shader to make it look more starry and less smoky
FOR FUCK SAKE added fake SSS to the main shader
!A temporary reflection probre update script
Working on FloraGroup/FloraPrefab material duplication on a per biome/zone basis at runtime
Enabled ocean/ss in Water prefab
God ray experiment (apply post-fog)
Vignette experiment (apply pre-tonemapping)
Patched water script
Added lake shader and material; screen-space is for ocean only but keywords are global
updating revolver textures and material
Locking input better but still a bit shit though.
- Started reworking the way enemy difficulty/level is scaled
Optimizations and quality improvements for parallax occlusion mapping
Reduced aniso level for base terrain pyramid maps
Got building all the dlls for persistence working.
rebuilt raft materials, added new net ropes, fixed shadows on court surface, started on swamp trees
Added Load screen
Switch Lobs to use spline system
Setup Igor smash config
Prettied up rocket spawning (no longer a clipping mesh in your face)
rockets should be able to hit people now
fixed tracer material regression
prettied up rocket smoke trail
input delegate gives you the button pressed.
Can now ask for permission on the server to loot containers.
Added a message handler system for playerinput class
Trying to get activities to be persistent
smg + prefabs + textures + materials. smg is split up into seperate meshes for helky welky
Bad merge in UnityVS.VersionSpecific.dll
Merging perf stuff from map branch
Tweaking quality settings - beutiful is default, fantastic has 4 cascades + higher shadow distance
Made stuff static in HapisIsland
Removed some console spam
- Added a lerp speed mulitplier for when boosting to allow the camera to follow faster.
Slimming Wood and Toptier building skins
Renamed Petur's map to something less misleading (HapisIsland)
Fixed fogging in HapisIsland
Fixed rock/radtown draw distance in HapisIsland
Updated content maps
Fixed 2048 leaf textures
Fixed SpeedTree updater to use the new shader
Ran Speedtree updater