In OC, actually every material has its predefined set of textures, so the default texturing of >=CR is obsolete. The "Smooth" texture is a relic of that which is currently only used because of the "Vehicle" material.
Shiver peak is actually more fun with the more classic approach without shotguns and grapplers. We already have enough parkours with the grappler and there is no reason to overdo it.
This makes it easier to stay in sync to the TexMap, especially if
using an animated texture. I only changed it for Water, but I
think it would make sense for just about every material.
Actually more chatty than ever before, logging exactly what its
internal configuration was, together with some statistics. I feel
we might need them once we release.
Also we now test all *combinations* of workarounds.
The idea is that for some materials (e.g. earth chunks) it really
doesn't make sense to not immediately collect them - they would just
collide with something and recreate the material you just dug out.
So instead, this allows materials to specify that they want their
dug out objects to be collected immediately - if not, they simply
don't get created.
Note that this doesn't mean that material is lost, as it will simply
acumulate in the digger's material list instead. We might want to
cap that at some point though.
More distinct noise. Also increased the animation length so it's
less obvious that it only consists of three phases. Note that the
way animation is implemented, there is no extra cost for doing this.
Just noise, as the previous liquid shader by Günther. It's quite
hard to find the right compromise between making it too subtle and
starting to get a "blinking" look. This is now three phases at
300ms each.
Use by having texmap entries of the form "Mat-Tex1-Tex2-...". Right
now the speed is hard-coded to one phase per second.
The general idea is that the 3D texture contains all texture
transitions somewhere in the form of two textures with neighbouring
3D coordinates. There's some room for optimization here, of which
the code exploits some. Being smart can be arbitrarily hard actually.
at 1280px width of the viewport, the gui objects (C4D_Foreground, mouse cursor, selection marks etc) are shown at 100%.
At resolutions above that, too. At 640px width, those graphics are rendered at 50% of the size, the graphics are never
rendered smaller (which makes 640x480 the smallest reasonable resolution for one player / 1280x1024 for four players).
The text is not zoomed, also not zoomed are message windows (those with portraits), only their position is adapted