33,198 Commits over 4,109 Days - 0.34cph!
Fixed cloud billboards getting culled (wrong layer)
Quick first pass at horse footsteps
Fixed 2048 leaf textures
Fixed SpeedTree updater to use the new shader
Ran Speedtree updater
Renamed Petur's map to something less misleading (HapisIsland)
Fixed fogging in HapisIsland
Fixed rock/radtown draw distance in HapisIsland
Updated content maps
Slimming Wood and Toptier building skins
Made stuff static in HapisIsland
Tweaking quality settings - beutiful is default, fantastic has 4 cascades + higher shadow distance
Merging perf stuff from map branch
smg + prefabs + textures + materials. smg is split up into seperate meshes for helky welky
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
Optimizations and quality improvements for parallax occlusion mapping
Reduced aniso level for base terrain pyramid maps
updating revolver textures and material
Patched water script
Added lake shader and material; screen-space is for ocean only but keywords are global
Vignette experiment (apply pre-tonemapping)
God ray experiment (apply post-fog)
Enabled ocean/ss in Water prefab
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
tweaked animal animations.
fixed the bug where the horse sounded like a popcorn machine
some more animal animation tweaks
animations for the beancan grenade view model
added sound and special fx as well
Per gameobject audio voice count limiting
tone down the specular on the horse hair so it doesnt look like it's auditioning for a shampoo commercial
Removed spec from tree billboards for real. Synched some inter-species tree colors. More rocks.
Wood yield scaled with tree size. 15% bonus on arctic ones.
changes to the ironsighting script to allow it to blend smoother between non-ADS and ADS
ironsight fixes for various firearms
Explosives now have a minimum damage distance (grenades are more effective)
viewmodels are snappier when aiming down the sight (better combat)
can't upgrade building blocks under attack
re-added consumption sound effects
someone complaind that the animals looked like they were just spooged on.. I fixed that.
Fixed cached menu not updating disabled status (to main)
Removed bush type 3 from the procedural map (source no longer exists)
Added level info to procedural map
Made test prefab mountain less shitty
Fixed bridges sometimes spawning underwater