PERFORMANCE:
* NPC code optimization.
* NPCs optimized for fewer draw calls.
* Optimization of shadow casters.
* Village hut submodel structure optimized.
* Land vehicle submodel structure optimized.
* More NPC soldier gear LOD1 models.
* Shadow distance reduced 10m on highest and 2nd highest quality levels.
* Shadow distance at night now gets reduced to 65% of the daytime setting.
* NPCs and some animals now have shadow distance dynamically reduced to 60% of the current global setting.
* A few of the larger U.S. bases and V.C. bases near them now have reduced maximum allowed Squads.
* Attempt at reduced deployment of active N.V.A. vehicle groups near some large U.S. bases.
* Audio RAM use optimization.
* Garbage collection code optimization (less stutter)
BUGFIXES:
* Issues when swimming with unintended forward speed when not pressing movement keys should be fixed.
* NPCs are now limited to going prone and getting back up maximum once per 4 seconds.
* U.S. soldier NPC models now has been fixed regarding issue with a white face under their water bottles.
* Some objects placed inside other objects have been removed (especially bunkbeds unintentionally activated by base radio rooms prefab).
* Airport building in Pleiku now loads properly.
* Pleiku AB now has base radio in building near the flag pole.
* Airplane loadout screen now keeps camera rear in normal position (there were issues with it since camera smoothing updates).
GRAPHICS:
* Asphalt terrain texture updated and re-tiled (test for feedback). It will probably be adjusted (maybe less contrast). I expect to manually paint a bit of black texture on top for variation.
* Main terrain green texture is now slightly darker (to better match grass color and allow the contrast of the other green textures in the blend to be more visible).
* Shadows are now a bit darker in the daytime.
* Test of new custom material/shader added to some objects with large flat faces or things that are meant to look a bit dirty or old like
some large buildings, temples, concrete, some military land vehicles, tunnels and colonial buildings.
This adds variation to the solid color "textures" for a more hand painted look with more depth and grit on these objects (while keeping existing UV wraps).
* Player main weapons should now change appearance as they lose condition (using the new shader). This wasn't really planned but became easy with the new shader.
I'll probably adjust it.
NOTES:
I think the performance improvements should be quite impactful, especially since most of them target the main bottlenecks of CPU and its main thread.
Thank you beta testers.
