200,673 Commits over 4,171 Days - 2.00cph!
updates to torch player anims
updates to player pickaxe idle & attack anims
Added initial player pickaxe deploy anim
Reduced log thickness on building pieces. Replaced frame meshes. Reworked materials for building pieces. Reaplaced nighttime LUT image. Some things may be ugly.
Commiting updates to holdtype source anims
made some tweaks to the player + rifle animations (they should be pointing straight ahead now)
Fixed depth for the GLSL version of the sphere shader.
Tweaked PVT; added TestProcedural_PVT map
Added debug mode to PVT_Control; shows either diffuse, normal, shaded normal, height or gloss
tweaked the rifle animations so they jive better with the Unity IK system
Set daytime shadow strength back to 1.0 and adjusted lighting to compensate. Should result in better lighting for interiors.
fixed some errors with some of the animations missing the l_prop / r_prop bone. Fuck Dat shit YO
Added a fallback sphere renderer for non-D3D systems.
Ensured shared meshes are used for spheres.
Included prefab and material changes.
Merge from /main/shinyspherelp
Fixed seeker materials not being updated when hit.
Merge from /main/shinyspherelp
Updated tonemapping, some post FX tweaks and TOD settings. Added script to update water reflection color from TOD ambient light.
Minh Le vs Unity IK system. Round 2
Made changes to HEM. It's now a lot nicer!
Final step is to work out uvs PROPERLY and to work out what happens when direction of the road edge needs to change ?!
Then do some more debugging and re add nice mesh generation with properties!
removed an obscenely named test function
TOD settings tweaks. Tweaked daytime color grading LUT. Camera post tweaks.
Added dev.sampling X to enable downsampling (X = 2 means 200% rendering res, downsampled to 100%)
Reverted tonemapping since adaptive algorithms are broken on OS X (Unity bug submitted + confirmed)
Temporary files are now properly ignored during script compilation.
Basic game packaging implemented.
Added a button to create packages.
Added a dialog to select package save destination and fixed an error when opening more than one game project.
Implemented BudgetBoy.Image resource saving.
Save/load string table to disk in saves
Throw error when creating entity with matching ID of existing entity
Entity prefab names use stringtable instead of sending string name
Protocol++
Games can now be detected from Unity.
Added furnace V2, new fire emission shader, updated campfire and related assets to work with new shader. Updated prefabs for furnace and campfire...
Started to look into camera movement mokeups for transitions between ironsights & reloading.
Added "renderbox" scene used for general shader setup and icon screenshotting
Toggled TOD_Time back on ;)
Fixed PVT issues on OSX, except aliasing caused by missing aniso filtering
Games are now loaded in Unity.
Ready to start attempting rendering.