33,167 Commits over 4,109 Days - 0.34cph!
Fixed "Dimensions of color surface does not match dimensions of depth surface" error when resizing viewport
Fixed bloom and lens dirt effect still running when disabled in effects UI
Switched to low res buffer in eye adaptation effect (halved time on my D500); updated Main Camera prefab
Made wetnes underwater spec occlusion fadeout more aggressive
Subtracting that bloom effect toggle
Fixed research table being offset realtive to its placement guide
Fixed tool cupboard deployment guide rotation
GamePhysics now also verifies enabled state of collider (in case collider was disabled after the most recent LateUpdate)
GameTrace causes less GC load and uses GamePhysics as its backend
Optimized NaturalBloomAndDirtyLens using low precision/bw encoded scratch buffers; 2x faster in both quality modes on d500 @ 2560x1440; perceptually identical
Updated Main Camera prefab
Named some command buffers; profiling stuff
Disabling PVT when shader lod or terrain quality are low enough
finished all of the 3rd person crouched turn in place animations
added 3rd person animation for when the player steps on a bear trap
added sound / fx for beartrap player stuck anim.
First pass optimizing SESSAO; now 60% faster on D500 at 1440p
Added optimized SESSAO shader to variants
First version of a deferred decal system
Converted bullet decals to the new system (better performance during intense gunfights)
TerrainPath keeps a list of spawned monuments (cc Helk)
merge from main/rainsurfaceambience
viewmodel+worldmodel for melee weapons ( sword / hatchet )
sound fx for sword / hatchet
fixed some errors with the anim controllers for the salvaged axe / icepick
Removed some debug code from deferred decals
Added blood decal to DeferredDecals scene (something is fishy)
players no longer bleed Kool-Aid (ie. made the blood color darker/realistic)
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Deferred decal refactor
DeferredDecal SpecGloss support
Deferred decals now work both in edit mode and on the scene camera
Added some interesting test cases to the DeferredDecals scene
new charcoal texture set, metal_panel_c texture set, refinery prefab setup, refinery models, collisions and gibs files
Fixed black sky in broad daylight; usually when starting with water1 enabled
Fixed SESSAO not working with water1
stone spear takes 300 wood instead of 1 wood spear (exploit fix)
Added a debug scene for SESSAO
added machete
added sword
stone spear takes resources instead of wood spear (exploit fix)
lowered cost of salvaged icepick
Fixed CommandBufferManager edit-mode shenanigans
bone knife takes less cloth
bone club does more damage
Re-positioned 3rd person salvaged tools
fixed bug with wickspark showing up as a white cube at distance, increased HDR value
survey charges less likely to slide down hills
updated survey charge visuals
updated survey charge icon
can throw survey charge farther
Quick rush fix for minecrafty / water horizon issues
Deprecated DontBecomeSolidWithPlayerInside
Added volume checks on deployable and construction placement
Cleaned up quick fix from previous commit
Ghetto hack for SSAO due to command-buffer nonsense
Consistent fade on underwater spec occ
fixed the attack animations for the new sword
added a stabbing animation for later (if helk decides to add a stabbing attack)
played the throw animation when the player throws a spear.
Indoor ambience volume reduction tuning
traps spawn in supply drop
landmine activates after you walk off it
landmine can be disarmed by someone other than who set it off (and they receive one)
compile error fixes
fix landmine not showing +1 when picked up
made sword/machete blueprints more common
Added some additional safety padding to all building shells (fixes melee foundation damage exploit)
Fixed construction placement guide snapping away when someone walks into the building volume
Temporarily reverted GameTrace
tweaked the position of the worldmodels for some of the melee weapons
Fixed that deployables would block building block placement
Fixed that deployables required a default distance of 1 between each other (now 0.5 again)
Fixed foundation step and triangle foundation placement verification being fucked
Added more detailed deploy volumes to a lot of deployables
Network++