255,024 Commits over 3,990 Days - 2.66cph!
Fixed lso compute causing leaking during blur
Code generation now stores stuff to PlayerPrefs that should avoid unnecessary regeneration
Switched to using CommandBufferManager to ensure CB ordering
Added large scale occlusion to MainCamera prefab; inactive unless toggled via graphics.lso (experimental)
Merged from large scale occlusion branch
Merged from large scale occlusion branch
Activated command-buffer merge to PBR g-buffer occlusion and multiply on camera target, intead of post
Removed ExecuteInEditMode
set up aim throwing for bone knife
updates to other throwables
updates to vm source anims
added meat meshes to animals
Tweaked default values; fixed toggling
updated to b19
stone spear cheaper
furnace / storage box earlier (before metal objects)
Cleaning up debug entity spawning (buildings work now)
Effects editor and data cleanup
Added "graphics.lso" command to enable large scale occlusion
Fixed a few more bugs + simplified inspector
Removed concept of Parallel Actions from ActionChain
Code generator should now automatically generate code upon reloading the code in Unity.
Ration floating box: fbx, lods, col, textures and materials
Cleaned up and improved debug spawning and component listing
Fixed Action.AddEffect being shit
- No longer start with a random ability
- Crates now have a 50/50 chance to spawn a weapon or an ability pickup
- Ability pickups are now correctly equipped
- Temp ability pickup UI, fixed errors from ability pickups.
- Abilities drop 100% from crates for testing
- Project upgraded to 5.3.5
fixed sandbag barricade (prop version) never culling in dungeons
Some tweaks to pigeon nest structure models/prefab
removed accidental modifiers on exiting exhausted and injured conditions
this was changed.. might be important
Death screen: bear.prefab -> bear
vertex normal fixes, collision improvements
WTP Scene dressing update
Building Structure - Sewage tanks models/LODs/COLs/Prefab
WTP scene updates
Trainyard building LOD wrong material fix