127,186 Commits over 4,109 Days - 1.29cph!
tweaked dye materials to be slightly less shiny. more work on hairstyle 7, final and lods
extra sewer tunnel block
Sewer Branch fresh dressing pass underground
added hat morphs to lod1 hairstyles so they no longer clip through headwear
Disabled high quality shadows (PCSS) on glcore (sampling bug)
NPC sensory system rework, WIP.
More progress on the new NPC sensory system.
Attempt to fix random black pipes problem
makeshift canoe and oar - fbx, materials, prefab, lods and textures.
Powerplant progress backup
Powerplant progress backup
Powerplant progress backup
Bandit town progress backup
Improved vizualize texel density tool portability; moved to third party
Added root .vs folder to ignore.conf
Updated visualize texel density to latest; now works in scene view
Added texel density support for core/foliage, core/foliage-billboard
Updated texel density tool; fixes scene view
Powerplant near final puzzle/set dressing
extra overhang pieces based on stairs set
More work on NPC sensory system.
Bandit town progress / greyboxed wooden shack modular walls
Hapis Islands monument progress
More updates on sensory system refac. Cover point sensing now up to date.
Airfield and trainyard progress backup
More work on NPC sensory system.
More work on NPC sensory system update.
Wooden cabins modular pieces LOD/COL/Prefabs
Walkway segments LOD/COL/Prefabs
Updated swamp cabins scene
All levels so far: independent crate spawners for loot rooms
clone vat greybox for tunnels lab
Island cleanup
Compound work
More work on sensory system. They no longer freak out about flares++.
Added "Soft Camera" Fade toggle and Factor to soft particle shaders
Fixed soft particle shaders not properly fading against water surfaces
Bandit town scene progress
added swamp tree greyboxes
added placeholder swamp material
Swamp placeholder material update