201,553 Commits over 4,171 Days - 2.01cph!
Added ZoneMaterialLibrary, ZoneMaterialObject and ZoneFloraObject
Each Biome holds a library of materials copied from the original reference materials (loaded from Resources/Materials right now) on startup.
Items are registered with their parent Zone and have materials assigned during creation/startup
compile error fixes
fix landmine not showing +1 when picked up
made sword/machete blueprints more common
Added some additional safety padding to all building shells (fixes melee foundation damage exploit)
Fixed construction placement guide snapping away when someone walks into the building volume
Temporarily reverted GameTrace
Cleanup. Billboard tint stuff.
▆▄▇▌▋ ▍▅▅█▌▆▆ ▊▌▍▆▉ ( ▌▆▊▆ )
tweaked the position of the worldmodels for some of the melee weapons
Better (flatter) vertex shading on leafboards.
Fixed that deployables would block building block placement
Fixed that deployables required a default distance of 1 between each other (now 0.5 again)
Fixed foundation step and triangle foundation placement verification being fucked
Added more detailed deploy volumes to a lot of deployables
Network++
Changed serverside player collider to the same capsule local player movement uses
Removed "Max Decals" setting from the F2 menu (unused)
Fixed F2 menu UI elements ignoring convar changes made via console
added new lighting changes to cloud city. Tweaked skybox and skybox animation. Added forcefield dome with clipping.; Added new wind gusts.
Quadautom's source files.
Quadautoms materials, textures and placeholder meshes.
Quadautom materials changes.
Alternative deployable volume check that prefers minor clipping over additional padding
Fixed explosives not damaging deployables
all explosions use line of sight now
Updates to Elvis & TENN-15 rig
Paintover island mesh test thing
Merge from Mr Tree's Wild Ride
Added PVT toggle back to UI Tweaks on Performance section; default off until I figure out the anomaly
Added EntityView base class
Before Editor: Improvements to view creation and management (better prefab creation, storing of asset paths etc)
rigged up and started animating the viewmodel for a 2handed sword
Updated standard terrain shader for blend masking; added two props for control: blend factor and fallof
Removed unnecessary standard shader UI clutter (unused)
Updated Terrain material asset
Biom mat library tweaks, and view management fixes. Nuked trees so I can merge from Peturs branch cleanly
BiomeMaterial lib/object/settings tweaks, game runs again.
Fixed missing shoreline wetness in non-pvt terrain shader path; also fixes flashing in low shader LOD
Adjusted the "unreasonable position/angle" thing,