127,175 Commits over 4,109 Days - 1.29cph!
Restored billboard materials and fixed billboard texture import settings
Unignored and move shaderforge
Fixed double language debug
Time of Day update to 2.1.0 prerelease 2
Send note's when resources picked up/used
Reorganized terrain assets
Moved all of Petur's assets to Content/Nature
Moved all rock, grass and resource assets to Content/Nature
Moved terrain assets to Content/Nature
Removed some shitty old placeholder normal maps
Aaaaand one last folder move, let's hope that's it
idle animation and a new attack animation for wolf
Added resource gathering/spending indicators
Changed shiny grass in test level
Added hammer worldmodel prefab (needs model)
Fixed client compile error in PlayerInventory
Water now reflects the sunlight. Terrain reflection tweaked too.
Added wolf stub (does nothing but stand around looking badass)
Added BaseAnimal - does nothing but bleed
Fixed sphere collision bounds being fucked when entity rotated
Replaced/added clothing files with updated meshes & LODS on new rig.
updated player skeleton:
- cleaner naming
- improved bone placement
- removed weapon bones
- added new L & R prop bones
- added penis bone
- added eye & jaw bones
deleted redundant old clothing assets.
Fixed some model meta files and material import settings
Updated player model parts to work with new rig
Deleted duplicate normal map processor
SkinnedMultiMesh now handles LOD'ing properly
Added 4 splat version of layer masking
Added terrain test shader for the test scenes
Fixed naked head LOD being too severe
added teeth & eye player textures
Tooltip for planner showing resources needed
Added specularity properties for every layer to terrain shaders
fixed issue with eye texture
Fixed player collision with new rig
Tweaked player eye/teeth colours
Show build cost when using hammer and looking at incomplete building block
Fixed eyes still showing in first person mode
Fixed motion blur not being applied to multi-skinned meshes
updated holdtypes animations with new rig
Removed debug factor of 2 from the terrain shader
Re-targetting animations to new rig, this isn't perfect
Made grass atlas brightness fit terrain texture brightness a little better
Updated cave assets. Added test skin shader. Added Vertex AO bake script.
Removed VPaint. Removed shaderforge and scenemate meta files from ignore.