120,688 Commits over 4,018 Days - 1.25cph!
More work on NPC sensory system.
Airfield and trainyard progress backup
More updates on sensory system refac. Cover point sensing now up to date.
Hapis Islands monument progress
Bandit town progress / greyboxed wooden shack modular walls
More work on NPC sensory system.
Powerplant near final puzzle/set dressing
extra overhang pieces based on stairs set
Updated texel density tool; fixes scene view
Updated visualize texel density to latest; now works in scene view
Added texel density support for core/foliage, core/foliage-billboard
Added root .vs folder to ignore.conf
Improved vizualize texel density tool portability; moved to third party
Bandit town progress backup
Powerplant progress backup
Powerplant progress backup
Powerplant progress backup
makeshift canoe and oar - fbx, materials, prefab, lods and textures.
Attempt to fix random black pipes problem
More progress on the new NPC sensory system.
NPC sensory system rework, WIP.
Disabled high quality shadows (PCSS) on glcore (sampling bug)
added hat morphs to lod1 hairstyles so they no longer clip through headwear
extra sewer tunnel block
Sewer Branch fresh dressing pass underground
tweaked dye materials to be slightly less shiny. more work on hairstyle 7, final and lods
Async read fallback to native path on unsupported platforms (e.g. glcore)
Better async read fallback/safety handling on coverage and culling
Added support for generating terrain splat texture arrays
Added texture array asset inspector override for working preview
Changed terrain rendering from atlas textures to texture arrays (finally)
Doubled parallax occlusion mapping sample count
Fixed upgrade menu / highlight not working with lookatradius 0
added lower tricount and hat morphs for lod1 hairstyles. more work on hairstyle07
merge from compound branch
Removed detail layer from hoodie material