2016 October 21st, Brutal Nature 0.64 is now released:
- Fixed all known bugs
- Added Metallic maps for existing weapons several weapons: Axe, Pickaxe, Knife, Sword, Colt python
- Added Weapon model: Beretta PX4: 9mm Pistol.
- Added Weapon Model: Beretta CX4 Storm: 9mm Carbine.
- Added Weapon Model: S&W Stealth hunter: .44 Cal Revolver.
- Added Weapon Model: Mossberg 590A1: Pump action shotgun.
- Added Weapon Model: Beretta DT11: Double Barrel shotgun.
- Added Weapon Model: MP5: 9mm SMG.
- Added Weapon Model: HK UMP: 9mm SMG.
- Added Weapon Model: M16: Assult Rifle.
- Added Weapon Model: Sako 85: Sniper Rifle.
- Added a safety timer so NPC's won't attack you just after login or respawn.
- Added per-model barrel tip offsets for muzzle effects.
- Added Emissive, Ambient Occlusion and combined roughness/metallic texture support to smsher.
- Added NPC: Black Panther
- Added NPC: Red fox
- Added Doors you can open and close.
- Added per-mesh setting support to the model files.
- Added per-mesh collision setting.
- Added Fresnel effect: The effect of when an object is viewed at an angle its specular reflectivity increases.
- Added Metalness texture support: Objects can now use a metalness texture as part of the new PBR shader to describe reflective metal surfaces.
- Added Roughness texture support: Controls size and brightness of specular highlights as well as how clear reflections are in metals.
- Added Environment mapping: Reflections of the world now appear on some shiny surfaces like the metal parts of a gun. the reflections are lurred by roughness of the material.
- Added Irradiance mapping: Calculating the ambient light contributed from the environment map for every possible angle and using it instead of a flat ambient light.
- Added support for submeshes of a model to be animated by script on client and server side.
- Added World objects collision with the player and collisions respond properly with submesh animations.
- Increased fuel capacity of campfire by 100% and reduced fuel used by campfire light recipe by 20% so it can support the longest burn times.
- Improved shader compilation speed and moved pixel shader compilation from load time to run time. Now only the shaders actually used get compiled and are multithreaded when compiled for faster compilation speed.
- Changed Light falloff: Light attenuation over distance has been changed to a new more physically accurate model to provide a much softer and more accurate fall off.
- Changed fuel efficiency readout of generators to make more sense.
- Removed all guns that did not have a model
- Renamed Metalness texture to Metallic in smsher.
- Fixed bug where you could get more energy from burning hydrogen then it took to separate it.
- Fixed normal mapping direction.
- Fixed underwater effect image sometimes disappearing.
- Fixed minor bug with terrain textures at boarders between terrain types.
- Fixed bug with multisampling when objects where in front of water, some pixels where not rendering correctly due to depth testing not reading the correct sample.
- Fixed loading of cube maps. They where not being properly loaded as cube map textures. this will help improve the waters reflection and the new environment and irradiance mapping.
- Fixed bug where ray collision with animated models was not working correctly because the vertex format was changed when I added normal mapping.
- Fixed bug that would cause the user to hop into the air at random sometimes.