238,093 Commits over 3,837 Days - 2.59cph!
Changed climate blending to use calculated sunrise and sunset hours and the sun zenith angle
Fixed TOD_Sky.SunriseTime and TOD_Sky.SunsetTime being off by 12 hours
-added some tooltips in resourceTab
-Resource inherits from Item
-Trying my hand at harvest resource again, to flesh it out some more and eventually let the cavemen harvest items.
-Food incentive, and an SO and Resource and Views for a berrybush
Changed terrain paint overlay to multiplicative so that it's visible on snow
Reapplied changeset 8383 but different
Subtracted changeset 8383
-resources spawn with the correct view now
Moved top tier skin lods to atlas texture, prefabs updated
Disabled parallax occlusion and parallax offset by default; now a shader feature, requires toggle via shader keyword
Improved splat mapping of post-generation cliff detection
Multithreaded post-generation cliff detection
Forced river meshes to flow downhill
Updated cave prefab to LOD grid and the new non-raycasting setup
- Made Area0 boss practically unlosable as it's about 3 minutes into the game
Adding atlas texture and mat
Updated rock prefabs to new non-raycasting setup
Retired TerrainTopology.BLENDED
Major refactoring of procedural components
Made ImageProcessing.Dilate2D more generic
Removed the need for terrain raycasting step during load
Added ProceduralObject system
Added AddToHeightMap and AddToWaterMap scripts (replace raycasting)
Improved cliff analysis (fixes some cases where grass would spawn midair)
Fixed blendlayer not working; added very low quality mode for lod < 300
Fixed metal blendlayer sampling RG instead of RA
Adding scrap searchlight files (ready to go)
Added UnitPathfinding component, right clicking with a unit selected just fires a basic SetDestation for funzies
Removed unused Third Party (SSAO Pro, Boomlagoon JSON)
Updated TOD
Added some FreeCamera code to PlayerCameraControls, but there's a bug preventing the movement from working.. haven't spotted why
Renamed PlaceInfrastructure to PlaceRoads
Added PlacePowerlines barebones
Fixed deepness issues; more accurate thickness; tweaks
Cleanup, minor cloud billboard fix when playing inside the editor
miner helmet implementation
Fixed reflection probe orientation with rotated sky domes
some 3rd person animations for a handcuffed player.
Time of Day inspector fixes
Added miner's hat model, textures, and prefab
* Attempted fix for unsigned integers in net messages #2
* Hardcore-er hardcoded ban for those naughty servers
Fixed pie menu being behind tooltips
Fixed beltbar behind invetnory menu
Fixed loot/campfire/furnace panel sometimes missing when opening twice in a row
Added Menu.Proxy attribute, refactored Menu attributes
Crafting a key from a key lock shows resources needed, disabled properly when not enough
Don't show rotation option is block can't ever be rotated
Some editor tweaks + actions
Check distance between two power poles before connecting them
Fixed custom ST shader compile path below sm30
Atmosphere, camera and climate settings. Flower transmission.
a few tweaks; added lake material
Wire shader and material tweaks
Working powerline wiring https://www.youtube.com/watch?v=e_DqV1xdf-Y
Added AttributeType enum for use on front end organisation of Attribute settings and enum construction in Agent editor
Fixed Agent AssetEnum issues in the species editor tab