30,763 Commits over 3,867 Days - 0.33cph!
F2 tweak menu osx/linux debug
Added TerrainMath colormap getters
Fixed grass patches sometimes looking like someone's lawn (will miss those neat square patches)
Fixed some minor spawn filter things (mainly changed all getters to interpolated versions thereof)
Changed default time to 6 AM again (i.e. time after server restart)
Viewmodel metal shader, glass shader, rough early lantern prefab (no light yet) for world placement and a random tree prefab.
Added lantern item as deployable.
Fixed Furnace guide prefab having collisions.
Backup committing a view model shader and some lantern files.
Sky prefab saved again to see if it fixes perma-night issue...
crouchwalk/jog animations for when the player is holding the hatchet
Fixed PVT issues on OSX, except aliasing caused by missing aniso filtering
Toggled TOD_Time back on ;)
Added "renderbox" scene used for general shader setup and icon screenshotting
Added furnace V2, new fire emission shader, updated campfire and related assets to work with new shader. Updated prefabs for furnace and campfire...
Save/load string table to disk in saves
Throw error when creating entity with matching ID of existing entity
Entity prefab names use stringtable instead of sending string name
Protocol++
Added dev.sampling X to enable downsampling (X = 2 means 200% rendering res, downsampled to 100%)
Reverted tonemapping since adaptive algorithms are broken on OS X (Unity bug submitted + confirmed)
TOD settings tweaks. Tweaked daytime color grading LUT. Camera post tweaks.
Minh Le vs Unity IK system. Round 2
Updated tonemapping, some post FX tweaks and TOD settings. Added script to update water reflection color from TOD ambient light.
fixed some errors with some of the animations missing the l_prop / r_prop bone. Fuck Dat shit YO
Set daytime shadow strength back to 1.0 and adjusted lighting to compensate. Should result in better lighting for interiors.
tweaked the rifle animations so they jive better with the Unity IK system
Added debug mode to PVT_Control; shows either diffuse, normal, shaded normal, height or gloss
Tweaked PVT; added TestProcedural_PVT map
made some tweaks to the player + rifle animations (they should be pointing straight ahead now)
Reduced log thickness on building pieces. Replaced frame meshes. Reworked materials for building pieces. Reaplaced nighttime LUT image. Some things may be ugly.
updates to player pickaxe idle & attack anims
updates to torch player anims
Added AimAtCamera and DrawAimLine to PlayerModel scene
Tweaked Player model lookat IK
Changed spawn handler to have a density (# per km^2) rather than a fixed number per population
Fixed terrain quality not being applied on initial scene load (Performance++)
Print confirmation when RCon is started
Fixed forest 4 tree 4 enjoying himself some post billboard fade invisible time
Properly fixed the night texture (don't modify stuff in Third Party, use the duplicate material so that we can update without worrying)
Fixed the terrible night stars.
finished the crouch/jog/run animations for the player holding a bow
changes to pickaxe world model. Added quick hammer world model.
Added dymanic znear
Turn construct vision off when not holding a planner
Hide debug building skin squares
Particle Dictionary - cache prefab names (speed)
Bolt rifle material rename and tweaks. No longer uses skin shader.