411 Commits by 15 Authors. 8,028 files added, 770 deleted, 272 moved.
21 February 2018
gooseman
script to help control various special fx / sounds on the chainsaw
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chainsaw prefab + sounds
Alistair McFarlane
This commit has been marked private, so it is hidden
Matt Isaac
tweaked uv3 on heads for better facial hair capmask reexported playermodel/hair_caps
finalised uv 1 and 2 on heads, uv 1 on bodies across all lods and exported/hair_caps
uv 2 and 3 changes to playermodel/hair_caps
André Straubmeier
EAC SDK rollback
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EAC SDK update
Cannot trigger grief protection multiple times by repeatedly destroying the cupboard
Added upkeep_grief_protection convar (default = 1440 minutes = 24 hours) When the cupboard is destroyed, use available resources to purchase upkeep protection on all building blocks (up to upkeep_grief_protection minutes)
20 February 2018
Alistair McFarlane
HapisIsland test
Loot panel fixes Shotgun trap container no longer small stash Phrases Network++
André Straubmeier
More info for print_skins
Skin warning tweaks
Log warning with workshop ID when skin download failed / timed out
Added itemskintimeout convar
Added workshop skin download timeout / skip
TomButters
altered the chansaw prefab lod method
chainsaw wm fbx + lods/prefab chain mat adjustment
ptrefall
Scientists now react to gunshots
Codegen
Merged from ai branch
Codegen/ai_behaviour_10
Another merge/ai_behaviour_10
Merged from main/ai_behaviour_10
Misc touch-ups and fixes for AI./ai_behaviour_10
Vincent Mayeur
merge from main/monuments
merge from 'naturefoliage to corefoliage'
reverting 25447 - new forest splat aint working visually
overgrowth materials to core/foliage end/naturefoliage to corefoliage
merge from main/naturefoliage to corefoliage
19 February 2018
Diogo Teixeira
Disabled warnaserror on this branch/tree_revamp
Merge from main/tree_revamp
Disabled core/foliage translucency for indirect lighting; requires indirect shadowing to work properly
Merge from main/hair_caps
Fixed foliage shader face culling defaulting to back Moved derive tangents to coreutils
Added two-sided lighting option to core/foliage and core/generic; moved + cull to top Added shadow bias and intensity control to core/foliage Fixed tint not applied on translucency in core/foliage Replaced core brdf luminance function; touched relevant shaders
Nuked core/generic(SRM)
Misc convar description spelling Misc options menu spelling
Damian Lazarski
Spicebush prefab settings/tree_revamp
Alistair McFarlane
Removed redundant Hapis APC path files
Bed can be repaired Bed can be picked up with hammer + building priv
LR desc fix
Ensure locker, bed, workbench destroyed if construction placed on no longer exists (ground watch tweaks)
André Straubmeier
This commit has been marked private, so it is hidden
Adjusted reflection quality 1 World reflection quality defaults to 2
Reapplied changes/unity_2017.3.x
Potential fix for another "_MainTex" UI error
Fixed client entity building ID not resetting when pooled
Cherry picking 25518 for bawngrelease
17 February 2018
Maurino Berry
flight tests/ch47
16 February 2018
Diogo Teixeira
Fixed core/foliage edge mask default values causing clipping errors
gooseman
optimized the footIK (it ignores the "debris" layer)
fixed foot IK spazzing out on Gibs ( eg. loot barrel gibs )
TomButters
Chainsaw for goosey/ prefab/fbx/ textures/materials
André Straubmeier
Potential fix for another "_MainTex" UI error
Enabled player death database again
Fixed OnViewModeChanged NRE
Potential fix for "_MainTex" UI error when opening map
Vincent Mayeur
Military tunnels entrance lighting volume fix/monuments
15 February 2018
Maurino Berry
skin approval
André Straubmeier
Merge from unity_2017.1.3
Cherry picking 25511
Added file.debug convar/unity_2017.1.3
Bundle splits/unity_2017.1.3
Meta files/unity_2017.1.3
Reapplied 25502 + 25504/unity_2017.1.3
ProjectVersion.txt/unity_2017.1.3
Rolling back 2017.3 changes/unity_2017.1.3
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This commit has been marked private, so it is hidden
Diogo Teixeira
Fixed a few materials
Unpacked all materials (for now)
Fixed a few more warnings
Matt Isaac
set composite materials to not use sRGB and tweaked composite textures accordingly, material tweaks, made alpha more solid at distance/hair_caps
uv tweaks/hair_caps
Vincent Mayeur
More terrain blend map work, better technique Anchors fix to power sub stations/monuments
ptrefall
Added a couple new convars to control the ai execution.
Improved load balanced execution of AI.
Alex Webster
Fixed vm torch not hitting centre of screen, tweaks to anims
14 February 2018
André Straubmeier
Compile fix
Compile fix
Compile fix
Treat warnings as errors - let's see how this goes
Updated bundle split tool
Bundle splits (added a third texture bundle)
Fixed 275 compiler warnings
Fixed minor issue that caused incorrect star positions relative to the sun and moon
Updated mac build target
Merge from unity_2017.3
Merge from main/unity_2017.3
Diogo Teixeira
Added face culling option to core/generic
Changed remaining core shaders to roughness Core/generic now matches core/generic (SRM) Added occlusion (A) to SRM packed map, optional
More fixes
Fix for UnityShadowLibrary.cginc; touched internal-deferredshading shader
rebaked terrain atlas textures/unity_2017.3
Fixed ivhtexture defaulting to srgb on terrain atlas; added srgb support and rebaked Temporary fix for ivhtexture defaulting to srgb on existing packed maps Fixed normal map issues in some instances where dxt5nm unpacking is necessary/unity_2017.3
Vincent Mayeur
Scene2Prefabs monuments/monuments
terrain blend maps/monuments
Airfield terrain blend cookie test/monuments
Damian Lazarski
Spicebush tweaks / roughness map / prefab settings/tree_revamp
Maurino Berry
repairing now costs 20% of an items total instead of 50% repair bench no longer costs wood, 125 metal frags mountable cleanup passenger/saddle seat TESTS, relax
13 February 2018
Maurino Berry
searchlight no longer accessable without TC access bandages and syringes now show their information panel spelling fixes
Diogo Teixeira
first pass shader updates/unity_2017.3
Damian Lazarski
Merge from main/tree_revamp
Willow bush / prefab and texture tweaks/tree_revamp
Spicebush / textures, prefabs, meshes and billboards/tree_revamp
Matt Isaac
uv tweaks on short strands/hair_caps
André Straubmeier
Script auto updates (EventType uppercase / lowercase)/unity_2017.3
Package manager folder/unity_2017.3
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Added world reflection quality slider to graphics settings World reflection quality convar is now saved
Fixed shadows on some building block reflection meshes
Player constructions have their own environment type (no longer share building type) Improved reflections inside player constructions on quality setting 1
ptrefall
Improved animal flee behavior
12 February 2018
André Straubmeier
Added player building proxy meshes for reflection pass Added reflection.quality convar (0, 1, 2 - defaults to 0, unsaved for now)
Alex Webster
vm crossbow wobble fix
ptrefall
Merged from ai branch
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Merged from main/ai_behaviour_9
Added runtime lookat debug info for ai./ai_behaviour_9
10 February 2018
Vincent Mayeur
moved overgrowth materials to core/foliage/naturefoliage to corefoliage
9 February 2018
André Straubmeier
Added reflection.terrain / world / construction / clutter / tree convars (runtime testing)
Added environment properties asset to adjust ambient / reflection multipliers and transition speed
Deleted old unused tree assets
Moving tree stump / log textures to safety
Time of Day update
Removed all remaining objects from the reflection layer (now unused) Reflection probe uses skybox shader (no directional scattering)
Damian Lazarski
Willow bushes / tweaks, prefab setup and autospawn/tree_revamp
Willow bushes / meshes, textures, LOD's and billboards/tree_revamp
Vincent Mayeur
This commit has been marked private, so it is hidden
tweaks to overgrowth materials - temporary until move to current foliage shader
merge from legacy foliage spec
New Forest splat textures (Maybe not definitive)
This commit has been marked private, so it is hidden
This commit has been marked private, so it is hidden
Diogo Teixeira
Fixed smoothness being zeroed/legacy-foliage-spec
Restore spec for legacy nature/foliage shader/legacy-foliage-spec
Merged from reflection-fix
holmzy
Launcher splash screen updated
ptrefall
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Scientists optimization pass/ai_behaviour_9
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Scientist alertness tweaks./ai_behaviour_9
8 February 2018
Maurino Berry
skin approval fixed third person flashlight offset
fire arrow costs less cloth
scientists accuracy reduced
added final game tutorial for workbenches and research tables added road tutorial added gametips and menutips to phrases frogboot buff my dudes fixed bug causing IDLE ANIMATION TO PLAY DURING SAR ADS WTF BBQ FFS
Matt Isaac
current progress on haircaps, exported playermodel with uv2 channels on head and bodies, hairstyle 2, hairstyle 1, composite maps, disabled more automatic dye presets/hair_caps
Damian Lazarski
merge from main/tree_revamp
Diogo Teixeira
early out opt/reflection-fix
Tweaks to sun and moon highlights to preserve range and size/reflection-fix
Mitigated water shore flickering when temporal-aa is enabled
Touched water background shader (caustics)
Removed sun and moon from global reflection probe Added analytical sun and moon approximation to water reflections/reflection-fix
Disabled water caustics shadowing (unity bug.. wait for upgrade)
André Straubmeier
Merge from mainrelease
Merge from mainrelease
Merge from mainrelease
Merge from mainrelease
Merge from mainrelease
Disabled LOD upscaling on lots of clutter (less popping)
Cleared map cache Network++
ptrefall
Scientists now have an alertness level. Player movement, body state, distance and active light source affect how easily Scientists detect players. Scientist alertness level affect how easily they detect players./ai_behaviour_9
Merged from main/ai_behaviour_9
Alistair McFarlane
Hapis NRE fix
Minor Hapis fixes
taylorreynolds
fixed frog boots clipping with pants
Alex Rehberg
Reapply ambience streaming change without stray waterwell files
Subtract 25407 just in case
Ambient sound is no longer set to streaming (perf fix)
7 February 2018
Maurino Berry
compile fix
netting costs 1 rope instead of 3
loot barrels drop 2 scrap fixed garage door taking splash damage double metal door default ak47 horizontal recoil kicks in faster aim sway no longer a factor when tap firing
changed default server browser image
workbench experiments can reveal ammo types
road/scrap tutorial completion phrases
Vincent Mayeur
some quarry materials reflectivity adjustments
Eye adaptation balance (toned down a notch)
Eye adaptation balance
More LUTs progress
Arid Day LUT Polish (more neutral)
Tundra LUT white point/save157
Tundra and arctic LUT white point/save157
LUTs v3/save157
André Straubmeier
Changed the way upkeep payments are processed so the decay time on the cupboard is more accurate and more intuitive
Fixed door protection properties protecting against decay damage
EAC rollback (again)
Merge from main 25331release
Merge from main 25326release
Bundles
Bundles
Bundles
Merge from save157
Merge from main/save157
Network++/save157
Subtracting 25363/save157
Bundles/save157
Deleted some old unused tree assets/save157
Vagabond jacket skinnable (?)/save157
Manifest/save157
Merge from main/save157
Tree quality correctly applies to the new trees/save157
Forest size tweaks Reject rivers start start too close to sea level/save157
This meta file is no longer needed/save157
ptrefall
NPC speed now tweakable via convar./ai_behaviour_9
Merged from main/ai_behaviour_9
Scientist relaxed state./ai_behaviour_9
Optimized cover point reasoning. Scientists disabled by default again.
Tweak to Scientist Death Comm. Scientists enabled by default.
Diogo Teixeira
Fixed underwater scattering not matching below and above surface
Fixed concrete_tunnel_1 and 2 material metal/smooth values when texture is not used
Fixed tangent import settings on pine_c.fbx and pine_d.fbx Rebaked current imposters/save157
Avoid overwriting existing imposter material properties, except baked maps/save157
Merge from tree_revamp/save157
Fixed imposter shader cylindrical billboarding Added custom mesh per imposter asset Deprecated imposter instanced properties/tree_revamp
Merge from save157/tree_revamp
Alistair McFarlane
Scientist cover point tweaks (Hapis)
more Hapis clutter tweaks around cliffs, caves and sand dunes
Hapis clutter tweaks around some cliffs, caves and sand dunes/save157
taylorreynolds
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Damian Lazarski
Lightened diffuse textures on new trees / rebaked billboards
Douglas Fir / Rebaked billboards
Douglas fir / tweaked colors / rebaked billboard
Replaced remaining old trees with new ones Adjusted douglas fir material to prevent excessive darkening/save157
Further color tweaks. Made pines lighter Removed specular from pines as a temp fix for incorrect fresnel/save157
Douglas Fir / Pine color tweaks to match the new lightning Rebaked billboards to match new colors/save157
Garry Newman
Steamworks fix
Remove "Alpha" branding
Added InventoryItem.PreventBreakingDown
Steamworks Update
global.cleanup doesn't exist anymore
Give out early access reward item
Debug server ip output
6 February 2018
Maurino Berry
task list now displays a specific name for each tutorial section
compile fix
added pickles with chance of botulism fixed tree minigame hints not showing, maybe
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Vincent Mayeur
tiny weeny notchy tweaks~/save157
slightly smaller stone splat radius around forest rocks dynamic stones spawn on stone splat/save157
merge from visuals/save157
small change to cave gravel mat sat dish rock LODs don't swap to the wrong material/visuals_experimental
caves splats are now exported + material changes on some rocks/visuals_experimental
higher icebergs ad icesheets densities in arctic/visuals_experimental
lower rock splat amount via material bias/visuals_experimental
skightly more trees in temperate field topo/visuals_experimental
pop changes backup/visuals_experimental
André Straubmeier
Merge from tree_revamp/save157
EAC merge cleanup/tree_revamp
Merge from main/tree_revamp
EAC SDK update
EAC rollback rollback
River reed tweak/save157
Tweaked clutter rock scales/save157
Tweaked densities of micro cliffs and beachside rocks (after 25321)/save157
Fixed floaty patch_grass_tall_large (added terrain anchors)/save157
Adjusted forest rock splat modifiers/save157
Fixed decor normal / gradient alignment randomly flipping forward direction Fixed terrain modifier scale only scaling radius, not fade distance Removed random multiplier from terrain splat modifier since it messes up some things/save157
Merge from main/save157
Merge from visuals_experiment/save157
Merge from main/save157
Merge from main/visuals_experimental
Fixed floating decor rocks/visuals_experimental
Reject rivers that start too close to other rivers/visuals_experimental
Smoother river terrain adjustments/visuals_experimental
Some more stone splat on beaches/visuals_experimental
Added medium beachside rocks/visuals_experimental
Damian Lazarski
Pines and Douglas Firs / fixed roughness / added billboards to prefabs and rendered textures/tree_revamp
Alistair McFarlane
minor Hapis tweaks/save157
Cherry picking 25305/save157
Merged hapis_7 to save157/save157
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Cleanup/hapis_7
Backup/hapis_7
taylorreynolds
Fixed missing mesh references in a couple of skinnables (meaning they couldn't be downloaded)
Diogo Teixeira
Fixed imposter normals baking Fixed remaining quad sizing and pivot issues Switched core/foliage to roughness (sorry) Clean up and interface work/tree_revamp
Alex Webster
vm anim updates
ptrefall
NRE check when preventing Scientists from hurting Scientists. Bradley no longer target Scientists.
Scientists don't hurt each other.
Scientist voice com only limit replies when not in a squad.
Improved awareness of allies stepping into an npc's line of fire. More optimization when trying to wake up dormant agents.
This commit has been marked private, so it is hidden
This commit has been marked private, so it is hidden
Fixed bug in TryWakeUpDormantAgents introduced in yesterday's optimization. Applied ally awareness again on Scientists.
5 February 2018
André Straubmeier
Added stone splat to sand/visuals_experimental
Spawn population tweaks/visuals_experimental
Forestside splat tweaks/visuals_experimental
Forest size tweaks/visuals_experimental
Cherry picking 25268/save157
Smoother cliff transition/visuals_experimental
Reduced oasis size in arid biome Removed forests below a few meters altitude in temperate, tundra and arctic biomes/visuals_experimental
Cherry picking 25247/visuals_experimental
Arctic forests use snow splat again Removed stone splat from sand (to be added via rocks)/visuals_experimental
Forest rocks add stone splat around them/visuals_experimental
Merge from main/visuals_experimental
Adjusted forest splats according to Vince's guidelines/visuals_experimental
Optimized foliage placement checks with lots of different foliage types/visuals_experimental
Fixed harbor spawns Fixed hilltop rocks sometimes overlapping small monuments/save157
Network++ Save++ Persistence++/save157
ptrefall
This commit has been marked private, so it is hidden
First try at improving scientist awareness of shooting allies.
Slight improvement to Scientist voice com.
Optimized TryWakeUpDormantAgents
Even more on ducked behaviour for Scientists
More on ducked behaviour for Scientists.
Tweaks to retreat cover vs flanking cover for Scientists.
Scientists should not move when crouched.
Scientists now move back to spawn if they've been out of range of it for a long enough time.
Scientist behaviour improvements
This commit has been marked private, so it is hidden
Alistair McFarlane
Backup/hapis_7
backup/hapis_7
backup/hapis_7
Cover point tweaks/hapis_7
Hapis scientist setup at ME complete/hapis_7
backup/hapis_7
backup/hapis_7
Hapis tunnel work and more AI prep/hapis_7
Backup/hapis_7
Vincent Mayeur
arctic pop cave colors/reflectivity tweaks/visuals_experimental
wip forest pop/visuals_experimental
updated forest population rules in Temperate/visuals_experimental
backup/visuals_experimental
Scene2Prefab Monuments/visuals_experimental
Added Building type environment volumes to all buildings in monuments/visuals_experimental
Scene2Prefab Monuments and World/visuals_experimental
various mat adjustments/visuals_experimental
Sewer entrances across the game have a better daylight transition/visuals_experimental
Maurino Berry
better melee tip hiding
fixed task list not displaying with certain resolutions
skin approval
holmzy
Drop box loot panel
Fridge loot panel
Fish trap loot panel
4 February 2018
Vincent Mayeur
progress backup/visuals_experimental
progress backup/visuals_experimental
Alistair McFarlane
Reopened ME tunnels (Hapis) AI test (Hapis)/hapis_7
gooseman
cleaned up flare folders.
3 February 2018
Vincent Mayeur
materials reflectivity adjustments/visuals_experimental
Stripped some Add to Heightmap scripts left on rock formations Various/visuals_experimental
Caves exits ambient volumes changes/visuals_experimental
a few material reflectivity adjustments/visuals_experimental
fixes for floating grass at sat dish/visuals_experimental
progress backup/visuals_experimental
progress backup/visuals_experimental
progress backup/visuals_experimental
progress backup/visuals_experimental
progress backup/visuals_experimental
progress backup/visuals_experimental
progress backup/visuals_experimental
Alistair McFarlane
Backup/hapis_7
Increased Junkpile spawns along roads (Hapis)/hapis_7
André Straubmeier
Fixed shader compile error on metal (if vs. ifdef) in StandardLayers.cginc
Don't exclude metal from shaders (if used)
Merge from mainrelease
Analytics now tracks total memory usage rather than only managed memory
2 February 2018
Vincent Mayeur
progress backup/visuals_experimental
backup/visuals_experimental
backup/visuals_experimental
ptrefall
Improved Scientist gun reloading behaviour.
Monument Navmesh's bake layer in MT had reset. Put Transparent layer (fences) back on.
Diogo Teixeira
More work on imposter shader and tools (wip) Added foliage billboard shader Fixed foliage material inspector property copy-paste; extended to derived shaders Removed unused assets/tree_revamp
Brute force fix for TB-related skin hair layer seams/hair_caps
1 February 2018
André Straubmeier
EAC rollback
LineRendererActivate is IClientComponent
Updated EAC hashtool to latest version
Reverted EAC hashtool to previous version
Updated EAC hashtool config
Send EAC player tick at most once per frame
FlashlightBeam is IClientComponent
EAC update + Cerberus API upgrade
Bundle splits
Compile fixes (water well, storage container)
Merge from save156
Effect recycle times/save156
Bundles/save156
Manifest/save156
Network++ Save++/save156
Removed weird terrain modifiers from small forest rocks/save156
More water well c topology texture/save156
Fixed water texture dimensions on water well c/save156
Fixed biome texture dimensions on water well c/save156
Another one/save156
Fixed topology texture on water well c/save156
Scene2Prefab water wells (terrain references)/save156
Merge from main/save156
Updated root macOS Steam lib
Merge from main/save156
Vincent Mayeur
backup/visuals_experimental
backup/visuals_experimental
merge from main/visuals_experimental
Garry Newman
Updated Steamworks
Maurino Berry
achievement bugfixes
tests/achievement_final
Added base building tutorial added base upgrade tutorial added door/lock tutorial added storage tutorial added tool cupboard tutorial added bow / hunting tutorial added armor tutorial added furnace craft tutorial added machete tutorial
water well shader updates water well usability updates/save156
merge from main/save156
Matt Isaac
tweaked hair colours and thickened out style 2, tried out multiple normal map variations on skinhairtest and added latest/hair_caps
Alistair McFarlane
Hapis water well tweaks Removed wood cost from double sheet metal doors
SavasIsland player spawn fix
Fixed spawning at camera on CraggyIsland map
Phrases
Hapis water well tweaks
Diogo Teixeira
Fixed shadow culling range to include occludee height and altitude
Added custom/simple water shader (std refraction + anim)
ptrefall
Tweaks to Scientist spawns at Military Tunnels.
This commit has been marked private, so it is hidden
This commit has been marked private, so it is hidden
Alex Webster
admire updates