110,878 Commits over 3,897 Days - 1.19cph!
Retiring DX9 (OpenGL fallback)
Merge from skin_cache_native
Third batch of packed materials (50)
Second batch of packed matetials (50)
Fixed standard packed shader particle accum albedo
Fixed packed map assignment not working sometimes
Added deleting packed maps on unpack
Added material packing auto rollback to unpacked when failed
Fixed packing not supporting 8bit textures
Tidy up code a bit
Updated plugins (Rust.Global & Rust.Workshop)
Skin texture cache is now implemented in native code (GC free)
Skin texture cache read and write are running in a thread (no longer stalls when disk is busy)
Lots of little ai tweaks.
Tweaks to ore nodes:
-Increased brightness to stand out more
-Sulfur nodes show a more distinct yellow hue
-Metal nodes show more oxydization
-Stone nodes are overall more desaturated, more grey to stand out against other nodes
-Added Gibs models for every node picking stage (to be implemented later @helk)
-Snow biome nodes should be more visible and easier to differentiate
-Nodes are overall slightly smaller
-Cave ores are much smaller
Skip packed materials during analysis
Fixed error when packing default standard shaders
Fixed error when packing materials with default metallic texture or RGB-only
Keeping up to date with main
Know when in cover.
Misc tweaks to ai.
First batch of packed materials (29) for testing
Tiny change in texture packing analysis tool
Changed packing folder again, now final; updated packed sample
Yet another merge from main.
AverageSumOfChildren qualifier for Apex
Npcs now know whether they're being aimed at by a seen enemy, and will take appropriate evasive action.
Npcs will scan their surroundings more carefully when in combat.
Use average sum of children scoring with normalization to better balance move options in Npcs.
Added reutilization of packed maps that are combined from same sources
Moved packing folders; rebaked current sample
Reorganized some code
Fixed some packing processor errors with missing textures
Fixed packed texture assignment/replacement failing in some cases
fixed NRE when uploading icons
more approval junk
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Subtracting new ore nodes
Network++
Finished automated packed map generation when sources are modified
office dressing end
office rooms vertex painting pass + baked .assets
scene2prefab
Office Desk / AC units scale fix
Merge from ore_nodes
Network++
Npcs are now more aware of cover points and in which directions they provide cover.
Optimized effect dictionary creation by including the data pre-sorted in the game manifest (eliminates various stutters caused by effect spawns)
office dressing backup
scene2prefab