Tweaks:
Fixes:
It was a bit of a nightmare to get everything working with them, but as far as I can tell the only issue now is a slight lighting difference with Use_Skybox_Ambience. Now that we have SMAA I think keeping forward rendering around alongside deferred isn't worth it considering the benefits of deferred, for example these decals or screen-space reflections (which I'll be swapping out for the planar reflections soon since I want to support arbitrary water placement).
Decals are great because there's no gap between the old flat geometry and the surface, and they can "wrap" around curved faces. For modders to allow decals to show on your models you will need to set the least significant bit in the stencil buffer to 1, or use the StandardDecalable shader found in Unturned/Bundles/Sources/Examples. I decided on making the decalable feature opt-in rather than opt-out because objects that shouldn't get decals receiving them look far stranger than not.
Fixes:
In the next NPC update I'll be working on a quest tracking feature so you can view quest goals outside of the info screen, the traitor uncovering/rescue questline, looking into "bossbattle" zombies e.g. go to a specific area to defeat electric megazombie and putting up documentation on all the NPC features.
For mod creators I forgot to mention in the last post: You can press the End key in the appearance menu to copy your character details to the clipboard for creating NPCs, and the same in-game to view all active flags and values. There's also a "Flag" command to set a key/value for testing.
Bit of a heads up: for the first time in I can't even remember how long there won't be any sort of update next week - I'll be away at the "Steam Dev Days" conference!
Improvements:
Tweaks:
Fixes:
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Autor: DarkAng3l Entertainment