32,972 Commits over 4,079 Days - 0.34cph!
Added a debug scene for SESSAO
stone spear takes 300 wood instead of 1 wood spear (exploit fix)
Fixed black sky in broad daylight; usually when starting with water1 enabled
Fixed SESSAO not working with water1
new charcoal texture set, metal_panel_c texture set, refinery prefab setup, refinery models, collisions and gibs files
Deferred decals now work both in edit mode and on the scene camera
Added some interesting test cases to the DeferredDecals scene
Deferred decal refactor
DeferredDecal SpecGloss support
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players no longer bleed Kool-Aid (ie. made the blood color darker/realistic)
Removed some debug code from deferred decals
Added blood decal to DeferredDecals scene (something is fishy)
viewmodel+worldmodel for melee weapons ( sword / hatchet )
sound fx for sword / hatchet
fixed some errors with the anim controllers for the salvaged axe / icepick
merge from main/rainsurfaceambience
TerrainPath keeps a list of spawned monuments (cc Helk)
First version of a deferred decal system
Converted bullet decals to the new system (better performance during intense gunfights)
Added optimized SESSAO shader to variants
First pass optimizing SESSAO; now 60% faster on D500 at 1440p
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.
Disabling PVT when shader lod or terrain quality are low enough
Named some command buffers; profiling stuff
Optimized NaturalBloomAndDirtyLens using low precision/bw encoded scratch buffers; 2x faster in both quality modes on d500 @ 2560x1440; perceptually identical
Updated Main Camera prefab
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
Fixed tool cupboard deployment guide rotation
Fixed research table being offset realtive to its placement guide
Subtracting that bloom effect toggle
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
Fixed "Dimensions of color surface does not match dimensions of depth surface" error when resizing viewport
Fixed cave triggers not existing serverside
Fixed some code that set Random.seed without reverting it (this probably doesn't matter at all, but it helps me sleep at night)
Added test cave to CraggyIsland
Cliff topology blocks grass again (!)
lowered sandbags barricade
Tweaked arid biome rock texture splat tint
Fixed various issues with construction placement inside caves and on terrain blended rocks
Added GamePhysics class (physics wrapper with custom hit verification for things like terrain collider carving)
debris collides with world
landmines placed on ores now detonate when it's shape changes
World view models for the 6 new melee weapons.
Moved all decor on the terrain layer to the world layer (terrain layer no longer required for grass to grow on them)
Static flag cleanup
Tagged a number of deprecated entities as deprecated (remove with next network++)
Don't spawn any static, non-gatherable entities like bushes via the population spawn handler (!)
Only spawn entities in world setup if server
setup the mecanim controller for looting on the ground
Trees no longer use the most inaccurate colliders in the industry
Underwater specular occlusion now animated and automatic
Fixed incorrect water fog on OSX/GL
Fixed SSAO on top of water
Reverted water obj to prefab in TestLevel
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Fix repeats of hemp/stone/wood pickup sound
Torch lowering also correctly fades out when lighting it while already running
Fixed light going through furnace walls while fading in or out due to the shadow intensity also fading in or out
Fixed light bleeding through terrain on the base of shadowed rocks in the distance
Fixed incorrect time zone offset