252,895 Commits over 3,990 Days - 2.64cph!
Fixed some minor issues with the wire shader
Tweaked the powerline cable material
Tweaked micro cliff and waterside decor spawn rules
Changed TerrainMap quad painting to a software rasterization algorithm instead of just using the bounding box
Resize the tangent array a well when resampling a path
Removed some duplicate work being done in PathInterpolator
added Anim events for the flare view model
Fixed some rocks spawning on roads
Check out my abs (olute values)
Added some front-end calculation display for Attributes in the Before Editor
read/write INI files in persistentDataPath
Tested console system and it works
Re-worked graphics options to work better and without bloated UI widgets.
Reading graphics options from ini files... not sure how this works with builds yet
Adding the new tonemapper and updated Candlelight plugin
viewmodels and woldmodels for the flashlight and flare
special fx and sounds for the flare
Updated Lion-El ready anim
Added PathInterpolator (various interpolation methods along a 3D path)
Refactored path code and switched everything to PathInterpolator
Made roads more wiggly
Console system hooked up but untested
Included teeth in blendshapes and straightened limbs etc where requested.
Handing steam auth (again)
-no, now everything clean and nice.
-merged with main anyway. Also, everything clean, everything nice
Ignore cleanup. /Assets/Scripts/Local now ignored. Please use for your filthy crap that no one wants.
-pushing to merge with main
Character 07 final assets. Blendshapes and all textures.
Fixed NRE in ZoneSeasons when firing OnSeasonChange
Added some event music files, converted all music to ogg
Reworking ingame debug UI overlay (accessible via F12)
Added buttons to quickly change the current Season (also sets TOD Cycle month to the first month listed in the season)
Started expanding AudioManager. Now loads music clips and stores a dictionary of music organised by season. Music randomisation coroutine no longer uses WaitForSeconds, so doesn't bug out when timescale is changed.
-and moved it somewhere reasonable
-also added ignore for a link to the unityLog on my machine.
-readded tester and its editor, seem to compile fine now
-calling end_of_action callback in HarvestAction
-hopefully one-day-useful comments on Action
-fixed some little gubs in SO
-some files I didn't add yesterday, that may break berrypicking in case someone was to just load the scene and try.
merge from building lod atlasing
Added an normal map version of the LOD atlas, to reduce popping, shrunk atlas res to 1024 woth almost zero loss. :)