255,458 Commits over 3,990 Days - 2.67cph!
Added custom editor for GameBehaviour.
Added command line argument to packager to package without the GUI.
Games now load correctly from compiled packages.
Games are now compiled before being packaged, although loading assemblies from packages hasn't been implemented yet.
Fixed player not swimming in water
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
Ready to start attempting rendering.
Games are now loaded in Unity.
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
Started to look into camera movement mokeups for transitions between ironsights & reloading.
Added furnace V2, new fire emission shader, updated campfire and related assets to work with new shader. Updated prefabs for furnace and campfire...
Games can now be detected from Unity.
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++
Implemented BudgetBoy.Image resource saving.
Added a dialog to select package save destination and fixed an error when opening more than one game project.
Added a button to create packages.
Basic game packaging implemented.
Temporary files are now properly ignored during script compilation.
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.
removed an obscenely named test function
Made changes to HEM. It's now a lot nicer!
Final step is to work out uvs PROPERLY and to work out what happens when direction of the road edge needs to change ?!
Then do some more debugging and re add nice mesh generation with properties!
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.
Merge from /main/shinyspherelp
Fixed seeker materials not being updated when hit.