200,087 Commits over 4,140 Days - 2.01cph!
Implemented Graphics.FillRect
Loading the startup scene again instead of loading the Globals prefab.
Fixed new primitive rendering methods not throwing an exception when used outside of OnRender()
Fixed new primitive rendering methods not throwing an exception when used outside of OnRender()
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Fixed missing textures on menu background terrain
Added a few TOD params to geo-temporal atmospheric blending
Fixed the remaining issue when starting the game from an "Island" scene in the Working folder.
Added motion blur MinVelocity to ameliorate sliding intermittent blur and improve MB quality
Fixing tiny oversight in atmospheric blend code
Removed pvt specific configs from TerrainGen to avoid setting it up in multiple places
Removed UVMIX baking to pvt cache; near and far freqs now reside in separate caches
Improved pvt terrain texturing fidelity close to original non-pvt terrain; UVMIX now done properly and matches original
PVT update: very close to deployment, only a couple bugfixes away; HQ got finer granularity; larger VT support
- Fixed bug related to scenes from Working directory not being part of the Build Settings and then executing the game while such a scene was the active one in editor. The fix required a custom Build system that I added to the File Menu (Build Before), roughly based on Rust's Build system.
- Custom Build System
- Automatic Game Screen Sub Scene list Generation when in Editor Mode, based on parsing the Build Settings Scenes list.
Changed name of root gameobject in bootstrap game scene to "World", and name of any subscenes to "Land". Now when BaseScreen loads a subscene, the root gameobject of that scene is added as child to the main scene of that Screen.
[memory_dungeon] hunger bar, new cursor
[memory_dungeon] hunger bar, new cursor
Looks like this is needed to compile under Visual Studio.
Changed water reflection clear color to equator color
Added GlobalFog image effect for underwater fog (changelog claimed it's fixed)
Added ImageEffectOpaque attribute to GlobalFog for it to render before the water plane
Updated scenes
Trying to replace the UI dll with the Standalone version.
Fixed A* Pathfinding Project's RecastGenerator so that it actually compiles for Unity 5.
Nuking A* Pathfinding Project.
Changed tundra rocks to the darker variant
Restored FogVolume for the main menu scene
Enabled HTML hardware rendering (test)
Fixed death intro not working
Fixed player_movement leak on death
Trying to delete and replace with Standalone version... doubt it will help, but this constant stream of jenkins failure...
And recommitting the version that I "know" is from the Standalone folder.
Working towards a GameScreen specific loading scheme for sub scenes. For now doing nothing specific towards this, but laying the groundwork.
Fixed ItemAction_Replace not working properly if the container was full
re-exported Burlap shirt with neckline ( I have a good felling about this one)
Re-made burlap_shirt prefab as it was causing the mesh to appear broken. Obviously some issues with updating prefabs in U5.
Added neckline to burlap_shirt LOD0
re-added collision component to burlap-shirt
Converted some decals to the standard shader
Converted some particle effects to the custom shader that isn't super bright at night
Added a Coroutine class to encapsulate started coroutines, with Suspend() and Resume() methods.
Added a Coroutine class to encapsulate started coroutines, with Suspend() and Resume() methods.
Entity.OnUpdate() now automatically advances any animations used by sprites within the entity.
Entity.OnUpdate() now automatically advances any animations used by sprites within the entity.
Added skinned mesh collider script
reverted burlap_shirt (did the same thing that I did earlier but didn't set the default material to Flesh)
Made straight line detection in biarc less sensitive
Made progress on procedural. Need to do branching checks.
Need to do proper road validation!
Created camera prefab
Added a new test island scene.
Started work on games pausing when control ends.
Started work on games pausing when control ends.
Tweaked HTML zoom
Tweaked belt bar
re-exported burlap shirt with clean hierachy & added lower torso mesh
re-made burlap shirt prefab & added skinned mesh collider
Fixed the colour mismatch on forest 4 billboards.
Games now pause when control is lost, and reset after 10 seconds.
Games now pause when control is lost, and reset after 10 seconds.