201,845 Commits over 4,171 Days - 2.02cph!
Split PlayerUnitControls into a partial
modified sign health and protection so they can't be used as damage shields - they're always worse than wood blocks
reduced explosive protection from signs
fixed the rocket launcher ironsighting so it points to the center of the screen
Rivers and roads made visible.
Fixed cloud billboards getting culled (wrong layer)
Quick first pass at horse footsteps
Fixed 2048 leaf textures
Fixed SpeedTree updater to use the new shader
Ran Speedtree updater
Renamed Petur's map to something less misleading (HapisIsland)
Fixed fogging in HapisIsland
Fixed rock/radtown draw distance in HapisIsland
Updated content maps
Slimming Wood and Toptier building skins
- Added a lerp speed mulitplier for when boosting to allow the camera to follow faster.
Removed some console spam
Made stuff static in HapisIsland
Tweaking quality settings - beutiful is default, fantastic has 4 cascades + higher shadow distance
Merging perf stuff from map branch
Bad merge in UnityVS.VersionSpecific.dll
smg + prefabs + textures + materials. smg is split up into seperate meshes for helky welky
Trying to get activities to be persistent
Can now ask for permission on the server to loot containers.
Added a message handler system for playerinput class
input delegate gives you the button pressed.
Prettied up rocket spawning (no longer a clipping mesh in your face)
rockets should be able to hit people now
fixed tracer material regression
prettied up rocket smoke trail
Added Load screen
Switch Lobs to use spline system
Setup Igor smash config
rebuilt raft materials, added new net ropes, fixed shadows on court surface, started on swamp trees
Got building all the dlls for persistence working.
Optimizations and quality improvements for parallax occlusion mapping
Reduced aniso level for base terrain pyramid maps
- Started reworking the way enemy difficulty/level is scaled
Locking input better but still a bit shit though.
updating revolver textures and material
Patched water script
Added lake shader and material; screen-space is for ocean only but keywords are global
Vignette experiment (apply pre-tonemapping)
God ray experiment (apply post-fog)