110,878 Commits over 3,897 Days - 1.19cph!
Fixed IOOR bug in NavMesh Grid.
Weekend ai experiment.
steam.achievements
steam.stats
Added fake indirect reflection shadowing for pixels receiving primary light shadow
Fixed rust/std terrain blend shader black detail occlusion
Added terrain material reference mini-islands to TestLevel
Changed terrain atlas generator to support spec+smooth in the same texture instead of separate
Rebuilt terrain albedo and normal atlas + compressed externally to force maximum number of mips
Added Petur's adjusted and fixed terrain splat textures + reference materials
Renamed all terrain splat textures as _albedo, _normal, _specular and _height for consistency
Set all terrain4 material specularity and smoothness params to 1.0 + now default
Fixed terrain layer shader outputting incorrect specular values (gamma issue)
Nuked unused splats
Fixed lift shaft collider
Added blockers to the rocket factory to prevent getting stuck
Fixed lift shafts in the rocket factory / reenabled lifts / created additional exits for warehouses / fixed computer cabinet rotations
More visibility range. Not 100% working as intended yet.
Cover point visibility range should help with seeing cover when in environments with irregular shapes.
Fixed scientists dipping through the world (missing flag in movement mask)
made player always have his gun at the ready pose when crouched / crouchwalking ( 3rd person )
Computer cabinets / final textures / lod/col/prefabs
launch_site dressing update / scene2prefab
telephone models/prefab/textures
launch_site cleanup / scene2prefab
Navmesh grid patches can now be traversed by npcs, albeit a bit awkwardly.
Fixed import settings for spec and smoothness terrain source textures
Fixed error in packed texture asset postprocessor
Even more robust AiManager.
fixed hotspots taking 2 seconds to appear at night
A bit more robust handling of temporary sets in AiManager.
fixed leaking flares
fixed cave nodes not having minigame
removed temp survey crater work
ore hot spots spawn closer to the last one instead of on the other side
Computer cabinets / desk tweaks
ore flare mesh cull and optimization
skin approval stuff
removed spring cost on SAP
reduced SAP HQM cost
skin approval
compile fix
Fixed some rust/std shaders shiny below 300
Fixed not setting specific blend-layer keywords on packed material
Fixed secondary map import settings