201,531 Commits over 4,171 Days - 2.01cph!
-added the grenade view model with all animations
Added/updated Redneck racquet and textures
Changed OnDestroy to OnDisable - because OnDestroy seems to rarely get called
Added objects command
Saves/Loads now use the current map name - not the value of server.level
Visibility Grid IsInside always returns true for group 0
Added server bounds to procedural map
This should make swimming proper work
Daily merge from main branch
Undid garbage collection run in terrain generator since main branch added this as well
Added Data Tables
Added Network String Pooling
Effects bone name now uses String Pooling
Fixed Axe not working
Changed default water level to always be at world height 0
Made splat map calculation favor sand texture a lot more if underwater
Major terrain generator improvements (still needs internal testing)
Resource spawns as part of map load, not 5 seconds after
Added naked player rig ( for facial bones ot be added)
Merge from main branch (again)
Added forest density parameter to spawn handler
Tweaked spawn handler forest noise
working into the bow view model
- Added Colorful and Sonic Ether's Natural Bloom (image effects)
- Some tweaks sky dome prefab default settings
- Post processing changes on the main camera prefab
Added water fog volume in test scene, enabled via WaterEffects.cs
Just added a check on the fog volume toggle
Adding missing files for Sonic Ether bloom and Colorful
Changed linux build options (test)
Removed unused effects, moved GUIblur to bottom
-tweaked the eoka animations a bit; added some new player jogging animations; (still TODO: jog left/right)
Arctic biome test scene base.
Daily merge from main branch
Increased mountain noise amplitude to reduce probability of flatland worlds
-rest of the jogging animations
Added item stacking, splitting, merging
GameSetup can define whether you want to load a save or not
Daily merge from main branch
Further reduced probability of pure flatland maps by increasing the minimum hill noise frequency
Converted some of the newly imported assets from binary to text asset storage format
Not sure why this didn't happen when you guys imported those in the first place since our Unity project is set to enforce text format
Tweaked the terrain generator initialization to properly benchmark in-editor
Merged my previous commits to the procgen branch
Improved rock & dirt splat calculation
Fixed splitting/stacking not working properly clientside
Should fix players over-thinking while they're asleep
- Setting the Sky property in TOD_Sun Shafts again
- Removed demo scene assets from SE bloom plugin
Attached fog volume to camera (to render fog)
Chanegd FogVolume so we can access/change fog colour via script
Got rid of horizon white line (will probably present a bunch of other problems)
Fixed sky not being set on sun shafts
Updated TestLevel with terrain
Daily merge from main branch