199,302 Commits over 4,140 Days - 2.01cph!
Fixed terrain edge transparency problem when sunshafts are enabled
exported roots and trees from zbrush, currently making low poly version in max
- Reaper Bros experimenting
- BaseMovement can now be set to ignore collision
- Added an AI follow component that makes a BaseEntity follow a target and can copy it's BaseMovement behaviour
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Goals tinkering, people should kill and eat animals now, though hacky hacks are hacky
removed some code that isn't required anymore (was for setting player acceleration in mecanim)
Saved one pass on water geometry after taking my head out of my ass
Dont init steam in editor
- Added BiomeManager, handles creation of runtime BiomeMaterialLibraries
- Removed goal completion debug spam
tweaked the gooseman flies looping effect.
KDTree updates.
Something fucked up and generation taking fucking ages though.
I wandered lonely as a cloud WIP
compile windows using vs2015
military_tunnel_1 progress
loot crates placement and polish
Quick grouped mesh culling script for Vince
-updated statmodifiers to use a single class, in a manner reminishent of statLinkerBasic
-updated Biomes min-max temperature for those got wiped at some point somehow and broke temperature calculation
-also added a check for that in Zone+Biome to send out a warning
-updated all statmodifier assets to work with the new system (thank you oh lord of the regexes)
-deleted a now unnecessary enum
Made height offset of hand placed road segments in dungeons adjustable
Limited road meshes zfight
Culling pass on powerplant_1/military_tunnel_1
-YAMfM
-moved temperature validating onto BiomeManager cause hey, since it now exists it seems like a better place to do it.
Padding and fade of hand placed road segments are adjustable
Road mesh offset scales with road terrain adjustment offset
- AIFollowMovement component now copies the movement values of target properly
- Added functions to BaseMovement to get the current max accel/speed, taking into account any modifiers
- More Reaper Bros wip
-camera spawns nicely even with no tribe created.
PerformanceReport format fixes
- EntityTracker changes. Can also now return nearest active enemy at a location, within a distance.
- More reaper bros
Added quality=0 to water2; half decent fallback using animated normal maps; underwater now working in all quality levels
Changed some internal TEX and RT format changes for compatability (baseline DX9 level 3) and performance
Improved quality and work management within water2, plus a few corrections; switched base textures to to tiff
missing meta
more culling optim for dungeons
Supert WIP, so nothing to see here just yet @billowe !
path depth adjustments - several dungeons
moving a few blockers
Better fly swarm motion/texture
Removed/fixed SSAO command buffer hack to match latest water2 changes
Fixed missing global params in water2
Moving attachment editor crap out of HumanViewEditor and into new AttachmentEditor window
unwrapped stairs roots 2 on temple court
Found out why generation is SLOW as FUCK.
Updated Mavis smash, removed jolty movement on motion bone