110,897 Commits over 3,897 Days - 1.19cph!
Enabled foliage distance fadeout (toggled via vcolor.b like displacement)
Tinting and placement improvements
Rocket factory grounds, replaced game objects with prefabs
Launch site warehouse LOD/COL/prefabs
Merged from main/humanoidNPC branch.
Use vertex color B channel to scale displacement
increased coverage on grass blade models
attenuation of wind on flowers and small foliage
tweaks to grass meshes to fake more coverage
displacement value stored in Blue channel
Foliage properties backup
█▊▅▉▇▉ ▇▄▆█ ▅▋▍▆▍ ▋▆▌▋ ▆▍▅▌▆█▅▋ ▍▍▋▌▋▇
3rd person player anim tweaks
Corpse despawn time scales with the rarity of the contained items
Seeds are considered "common" instead of "rare" and despawn faster when dropped
Dropped items despawn about two times slower
Overgrowth texture desaturation on the yellow range and overall brightness increase
Terrain grass texture sat increase mid yellow/red
Grass splat color tweaks, Overgrowth tint color tweaks
Debris / ragdolls and shit no longer prevent you from picking up / interacting with objects behind them
Fixed boostrap not updating the loading screen text
Cherry picking shader changes from /main/hair
Fixed ShadeVertexLights overload issuing wrong path; touched affected shaders
Fixed hair inset shadows
Fixed hair temporalAA filtering
Some more cleanup of ai code.
Deployables only decay when they're outside (no roof / overhang above them)
Decay timer no longer resets when objects are interacted with (e.g. opening storage containers, still resets when repaired)
Rocket factory / added moss inside the rocket factory building
Fixed bow sometimes spamming RPCs to server
Fixed up some server vs client stuff in ai.
Rocket factory dressing / added overgrowth inside rocket factory / moss
AI Planner: Idling being less stupid, more vivid memory of recent targets and better equipped to deal with unseen attackers.
Increased density of position samples (but not calculating path to all of them).
Ai planning experiments continues. Added Idling and some tweaks.
More AI Planning experiments. They now seek cover when they run low on ammo and reload, they will know when they're partially in cover, advance their cover toward your position or retreat in cover when hurt.
3rd person player anim tweaks
3rd person player anim tweaks
fix for 3rd person weapon animations not playing
Rocket factory grounds / dressing progress / silo COL, LOD's, prefabs / grounds loot spawners