247,954 Commits over 3,928 Days - 2.63cph!

10 Years Ago
Water, cliff shader and snow scene tweak
10 Years Ago
More cave updates.
10 Years Ago
Cliff shader update, and merge prep.
10 Years Ago
Tried to make water less terrible. Really need to get it fogging properly.
10 Years Ago
Backup commit
10 Years Ago
Added ParticleScaler third party. Added new shader for rocks. Testing parallax with cave shaders.
10 Years Ago
improved the running animation; fixed some weighting issues on the wolf; adding some new animations
10 Years Ago
Heightmap and spec on all the ground textures.
10 Years Ago
Metas. So many.
10 Years Ago
Cave root asset. SimpleVertexAO shader, mataerial updates.
10 Years Ago
Added net_env to procedural map
10 Years Ago
Added PointEntity (derive from for entities that are always networked to players, regardless of position) Added EnvSync entity (syncs time of day) Players not correctly always subscribed to nw group 0
10 Years Ago
Added scripts folder. Added scripts for updating the player rig & exporting a clean skeleton with no meshes or erroneous nodes.
10 Years Ago
/re-adding jog.meta
10 Years Ago
/ deleting jog.meta
10 Years Ago
commiting batch 1 of re-exported anims on new rig.
10 Years Ago
Fixed compile errors Protocol++
10 Years Ago
Changed loot system to accomodate looting players (with 3 inventories) Added BaseEntityChild - so child components that aren't childen can defer to their parents (player models) Aded AtomicInvoke - will only invoke if not already Added ability to loot other players (is mostly broken) Changed inventory to use inventory UIDs instead of enums Fixed not being able to interact with hotbar, because context layer was blocking Added InvokeEvent - like a regular csharp event but calls InvokeAtomic on your MonoBehaviour Added gameobject.ToBaseEntity - which will resolve a go to a BaseEntity properly
10 Years Ago
Updated cave test scene , assets, mats.
10 Years Ago
Added soft blending and option to ignore directional lights to our custom particle shader
10 Years Ago
Added object clustering to spawn handler
10 Years Ago
Mockup updates
10 Years Ago
Added spawn probability script that can be added to resources Added procedural test scene (no networking, smaller terrain) Moved procedural map scene to release folder
10 Years Ago
Context menu placeholder
10 Years Ago
Added quick test of the ground clutter to forests
10 Years Ago
Made Alex's converted jog animation use our new rig's avatar
10 Years Ago
More missing metas
10 Years Ago
Missing metas
10 Years Ago
10 Years Ago
Fixed Biomes test level errors
10 Years Ago
Stripped out all traces of old UI Renamed HTML Menu to Menu Added Menu Background Scene (for previewing, updating the prefab)
10 Years Ago
Tweaked grass parameters
10 Years Ago
Language update
10 Years Ago
made the blend smoother when player goes from run --> jump
10 Years Ago
62 trillion brand new strands of grass. Replaces the old grass.
10 Years Ago
tweaked some of the wolf attack animations; added new wolf running animation
10 Years Ago
Improved grass planes
10 Years Ago
Disabled terrain normal mapping until we hear from Unity (fixes color being horribly off)
10 Years Ago
Hardcode terrain test shader toggles until the Unity bug is fixed
10 Years Ago
Can we stop adding this fog in please, it doesn't look good
10 Years Ago
Fixed missing fog in the terrain base shader
10 Years Ago
10 Years Ago
Updated shininess parameters in terrain base map shader
10 Years Ago
re-exported jog anim on new rig
10 Years Ago
Merged
10 Years Ago
Merge prep
10 Years Ago
Removed VPaint. Removed shaderforge and scenemate meta files from ignore.
10 Years Ago
Updated cave assets. Added test skin shader. Added Vertex AO bake script.
10 Years Ago
Made grass atlas brightness fit terrain texture brightness a little better
10 Years Ago
Re-targetting animations to new rig, this isn't perfect