243,208 Commits over 3,898 Days - 2.60cph!
Deleted activity tester scripts
Added custom inspector for Zone, with an enum popup for Biome (ensures that we always have one selected, as a bonus)
Fixed camera issue left over from merge
Fixed human anim controller issues
handcuffed holdtype meta files
Better Crafting - part 1 http://files.facepunch.com/garry/2015/May/27/2015-05-27_14-48-02.png
Moved stone skin lods to atlas texture, prefabs updated
Improved monument spawn filter checking
More camera cleanup and tweaks
Improved sunrise / sunset time analysis
Tweaked climate blending angle
Fixed some Time.time usage (should be unscaled)
Nuking unused camera variants
Camera now uses "Vector Stick" implementation
Cleaned up camera code overall, added better default settings in code
Moved metal skin lods to atlas texture, prefabs updated
-added 'canBeCarried' to resourceTab
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