110,890 Commits over 3,897 Days - 1.19cph!
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
bradley pathfinding
bradley weapons
tonne of movement fixes and work
Fixed emission related shader compilation error in standard-packed shader
Changed texel density grad texture to srgb to match overlay reference
Added deferred mesh decal shader to texel density view
Replaced temporary reference overlay with final
Fixed texel density scale
Music intensity doesn't drop during loading screen
Gunshots and explosions bump music intensity more if you're closer to them
Fix footsteps not playing on ore nodes
Fix footsteps not playing on steep inclines
Walk/run footsteps are chosen by movement speed not sprint key state (no sprint steps when going up steep hills)
Mix tweaks
Tweaked texel density gradient texture + overlay
Added core and speedtree shaders
Make sure load in background is enabled for all NPC sounds
Added terrain shader support to texel density visualization
Integration of cover system (wip).
Water no longer spawns a world model when dropped out of its item container
Fixed shader compile error
Fixed show texel density foliage out of sync
Fixed texel density sampling noise
Added texel density support to a few more shaders
TerrainMap.ForEachParallel fix
AC Units / Final textures/ COL/LODs/Prefabs
Added reference/helper overlay for texture density visualization
prefabs, additional small desk
Music sync tweaks
Sound level tweaks
Test pre-baked navigation on launch site.
Test ai on launch site.
Fixed position samples always following the terrain (wasn't supporting buildings).
Added texture density visualizer (graphics.showtexeldensity)
office furniture greybox base models
fixed bradley falling through the world when flipping over
bradley diverts traction to wheels that are touching rather than a uniform motor torque for all (climb obstacles easier)
merge from main/music-v2-merge
Lowered q=0 textures to quarter res and q=1 to half res
Manual copy+paste of main/music-v2 changes because plastic is fooked and won't merge the branch
Fixed FoliageDisplacementManager calling Camera.Render