256,227 Commits over 3,990 Days - 2.68cph!
Improved normal encoding for transmissive surfs
Improved semi-auto terrain mesh blend; now independent control over distance and steepness blends, height masked, follows mesh normal, etc..
Fixed always hitting temp register issues at every corner by refactoring terrain shader code
Added proper atlas set names to override splat selection; also fixed overrides
Twig skin tier LODs and setup in prefabs
Most recent build, added OSX build.
Re-enabled ambience sounds by default (gulp)
Time of Day update to 3.0.1f2
More skin variations
Fixed bluehair syndrome
Fixed some arms on some viewmodels using the wrong material
- Cleaning up some of the World/Zone readying coroutines that were causing some hangs when loading from an existing subscene directly
- Tinkering with wall placement in PlayerBuildingControls
merge from building_skins2 - ~skins dirt accumulation and other fixes
Updated some image effect shader syntax
Time of Day update to 3.0.1
Added aerial density and fog color to climate blending
FOR FUCK SAKE playership PSD
fixed the scaling on the water footsteps
Fixing end corners spawning into adjascent pillars/walls
Arrows are cheaper and you get 2 per crafting session
2 shotgun shells per crafting session
Updated Rock Normal and overlay maps.
Make sure looping sounds continue playing when their gameobject is disabled and re-enabled
Fix missing sounds on a few in-world objects
Impact sound volume tweaks
Fix reverb falloff on gunshots not updating before the sound starts playing & optimize reverb/highpass falloff scripts
Backup before maybe ruining the terrain.
improved 3rd person walking with rifle.
tweaked idle animations for the rifle / torch / unarmed
new special fx for footsteps in water
Merge branch 'master' of arcade
Added some simple changes to the room browser to make it less confusing.
Tweaked DecorComponent seed handling
Tweaked cliffs
Improved randomness of SeedRandom.Sign
Added a `NetConfig` static class to communicate networking settings between scenes, fixed up screen reflection shader properties.
Movement no longer driven by animation. Player faces forwards and has slight acceleration.
added small rocks and under-court shadow to test_court
removed culling from wall blocks lods
twig skin square/triangle floors dirt acumulation
Changed rock material adjustments from Start to Awake
some material blend tweaks
wood skin square/triangle floors dirt acumulation