reporust_rebootcancel

108,008 Commits over 3,867 Days - 1.16cph!

10 Years Ago
Fixed normal + height textures not being properly preprocessed on import
10 Years Ago
-tweaked the vertex weighting on the wolf; added a growl animation
10 Years Ago
LOD billboards for forest type 3
10 Years Ago
Fixed unused variable warning
10 Years Ago
Looting window works (kinda)
10 Years Ago
Added masked-blend layer terrain cginc + sample shader; _normalterrain map pre-processor
10 Years Ago
Menu popup animation Refactored Menu Moved crafting window to far left Fixed dragged items being behind menu
10 Years Ago
Fixed camera far clip plane
10 Years Ago
Fixed test level scene
10 Years Ago
Put forest 3 tree and decor prefabs on world layer
10 Years Ago
World fog tweaks, underwater fog volume now also visible if looking down at water
10 Years Ago
Added 2D version of the move to target script
10 Years Ago
Forest 3 tree prefab tweaks
10 Years Ago
Added billboard materials for the rest of forest 3
10 Years Ago
Changed terrain texture tiling to 5
10 Years Ago
Made all of my shaders use tabs instead of spaces
10 Years Ago
Merge from main
10 Years Ago
Changed terrain fallback shader
10 Years Ago
More snow stuff. Brrrrrrr.
10 Years Ago
Snow stuff WIP
10 Years Ago
Cleaned up masked-blend shader, optimized a little bit, removed height-based sorting to depend on splat order; updated test material
10 Years Ago
Patched lighting on masked-blend layer terrain shader; tweaked test material
10 Years Ago
Added experimental masked-blend layer terrain shader; sample normal+height maps
10 Years Ago
Removed high frequency texture sample from terrain base map shader
10 Years Ago
Tweaked adjustable range of the terrain base map distance Tweaked fog density
10 Years Ago
Terrain mesh blending shader update
10 Years Ago
Added parameter to let grass mesh scale be affected by splat intensity
10 Years Ago
Some procedural generation refactoring
10 Years Ago
finished the new wolf model
10 Years Ago
Moved directional fog into cginc file Added custom terrain base map pass (faster than full pass but still okay looking)
10 Years Ago
Deleted multipass terrain shader (no need to keep legacy shit around)
10 Years Ago
Removed debug output
10 Years Ago
Added belt selection keys to bindings (instead of hard coded to 1234 etc) HTML inventory menu is functional enough to enable by default
10 Years Ago
Build a proper release version of the dedicated server
10 Years Ago
Made per-material terrain fog type selection use KeywordEnum Had to hardcode fog type for now (terrain system has a bug that prevents it from copying material shader keywords)
10 Years Ago
Wearables/Beltbar hooked up to HTML ui
10 Years Ago
Made items draggable, item slots droppable Items are now added to array by slot number glue.js switches the screen to ingame and opens inventory in chrome
10 Years Ago
Fixed JQueryUI fucking up drag positions with page zoom enabled
10 Years Ago
Fixed custom terrain shader fog incorrectly handling the case for no fog
10 Years Ago
Made fog type configurable per-material (the inspector for this sucks, but it does the job for now)
10 Years Ago
Merge from main
10 Years Ago
Fixed viewmodel animation trigger errors Fixed player inventory errors Ignore empty console commands Split up client network cycle, to aid debugging Don't allow connect multiple times
10 Years Ago
Added server.secure convar
10 Years Ago
Updated EAC
10 Years Ago
Improved some awfully flat looking ground textures.
10 Years Ago
Fixed players being able to die when dead Removed more debug output
10 Years Ago
Making the server less verbose
10 Years Ago
EAC doesn't seem to like the 64bit windows build. Build a 32bit version for now.
10 Years Ago
Fixed HTML menu for real this time
10 Years Ago
More grass tweaks.