We leave Early Access with a graphics overhaul, give out Frog Boots for those who helped us in EA, and more.
This included fixes to the procedural world generation, so harbors are now spawning correctly again, and the new hilltop rocks and cliffs don't interfere with monuments and blend nicer with the terrain. Next I optimized and improved our procedural foliage placement and batching system so all the new vegetation Vince has added works nicely without impacting performance. To top it off, I went over various procedural spawn rules with some input from Vince and made adjustments wherever needed such that rivers, forests, rocks, vegetation and monuments come together to a more beautiful world. There are a lot of things we have planned for the future, but I hope everyone likes what we were able to get done in time for today.




It's still impossible to disguise the fact the textures are way smaller than they should be, but at least it goes some way to creating a parity between the high-res weapon models and the clothing. I was able to use a secondary UV channel for the maps, which means I'm able to create a nice flow for the fabric, and also hide some of the seams which are commonly placed on the inside of the arm, where no one should be able to see them!
Unfortunately these didn't make it in for this release, but I'm confident you'll see them in the next patch.
Both of these spheres take one second to complete their animation, but the way in which they get to their destination are different. In a nutshell this is spacing.
Old grenade animations at 200%:
Updated grenade animations:
This also means that we can do stubble, shaved bits and fades/ Stuff that I've wanted to implement but wouldn't work if you weren't using TSSAA.
Rebuilding the hair has also meant that colouring will look a lot better and more natural, as well as hair having more variation in strands, rather than being one block of colour.
I need to move facial hair over to this new system before it replaces the old but its nearly there.
As expected, the geometry reduction is dramatic, allowing us to show a lot more of them:
The quality of the baked imposter will determine how soon we can swap it in without the player noticing. Going forward, as we add more features, we should be able to slowly fade them in way sooner.