201,326 Commits over 4,171 Days - 2.01cph!
Reflection probes, smoother screen model, image effects tweak.
Added uniformly curved screen overlay mesh.
Added uniformly curved screen overlay mesh.
Tweaked FreeCamera script a bit (not used in gameplay just useful for scene work).
Added Crevasse model
Crevasse sculpt. Various Unit source updates.
[ultimate_soldier] multiculturalism
[ultimate_soldier] multiculturalism
Backuping some files before I ruin them.
Backup commit, scene stuff.
[ultimate_soldier] refactored depth handling
[ultimate_soldier] refactored depth handling
[ultimate_soldier] starting on walls
[ultimate_soldier] starting on walls
tweaked SingleGameTest settings
tweaked SingleGameTest settings
Added graphics.fov to PlayerEyes again
Added a bit of bloom, raised cabinets so their feet are exposed.
Added a bit of bloom, raised cabinets so their feet are exposed.
Added basic flee behaviour
added "torch_unlit" to the devplayeranimation script.
finished the spear animations.
added new layer "hold_torch_unlit" to accompany the "overlay_torch_unlit"
Fixed final bugs with generating arcs etc. Needs testing and a bit of tidying up now.
Experimental realtime screen reflections for cabinet details.
Experimental realtime screen reflections for cabinet details.
Main cabinet chassis now reflects screens.
Main cabinet chassis now reflects screens.
Enabled shader stripping - lets see how much trouble this causes
Removed reflection probes as they are unused.
Removed reflection probes as they are unused.
Added RustNative_VersionCheck
Added RustNative Startup Check
Now sort of generatees zones but there's a few bugs like missing off arcs generated at vertices as well as sometimes the face generation fucks up and leaves edges with no face.
Tweaked rock_13 slope offset to make their placement less floaty
Improved terrain height mountain blending
Improved underwater topology
Changed hill / lake noise parameters
Slightly increased valid range of the terrain feature scale
Protocol++ (network + save)
Added new terrain shader with hard-mix/blend, UVMIX, optional flat faces; working fog; cross-platform friendly
Created test material_arctic and assigned to island_arctic1 terrain