19,298 Commits over 1,614 Days - 0.50cph!
-tehfancy infmap, first iteration.
-some of the constants are being ignored vs constants passed in as arguments
-threaded k-d generation is nearly really threaded!
-more work on the threaded map manager.
-aside from the threaded bit needing to look up a vector3 (boo), which will need to be either processed or changed, the threading is threading fine now.
- Refactored unit items, attachments, flags and lots of related code a lot
- Units can now drop items (player commandable via RMB on selected unit)
- UIWidget now deals with animator fadeIn/Out and lets an AnimationBehaviour to deactivate the gameobject (w/fallback)
- ItemComponent once again holds a list of InteractionSettings which get passed to the sibling SO on init
- Improved ItemComponent SO Interaction mangement methods (they work now, lel)
- Fixed shitty rotation on human male Rshoulder AP
Reduced AO intensity, added back some color bleed, and reduced self bleeding toggled on
Updated to latest Amplify Color and Motion
Disabled AM auto-register objs in Player Camera
Nuked unused AtmosphericBlend script that doesn't even work :O
-better threading/threadsafetying I think.
Removed source files commited to wrong repo
-added influence thread manager under globals in startup_scene
- Converted Redwood texture assets to neutral grey so they can be colored
- Added Island0003 and covered it in redwoods
Fixed all Treefab(!) layers
Added custom speedtree shaders Before/SpeedTree* (SM3 only); fixed weird bug in the process
Nuked BRDF file and merged into BeforePBSLighting; Replaced StandardWorld light model with a more flexible StandardBefore
Edited custom deferred shader; a few tweaks all around
First version of terrain painting, water mapping, spawn handling, grass spawning and decor fiddling
Made island-0001 the test scene for the new features
Changed TerrainBlendExtension from OnEnable to Start (I'll address this properly later, ignore it for now Diogo)
Moved Amplify Motion before Tint shift (sampling issues)
Moved SMAA to after all the edge sensitive blur operations
Increased Amplify Motion quality steps to 2 (still cheap)
Improved motion blur post-process quality a bit (added depth threshold param); added to the changes above, looks much better imo
Fixing dull TOD settings from my last commit
- Added custom editor for ItemSpawner, with EXPLOSIONS
- Human pickup and gather anims
BuildingView skin handling tweaks
Re-exported campfire and small hut views
Fixed some issues with buildings
Fixed container radial menu not clearing deposit interactions
Fixed some issues with Item SO interaction mangement not working properly
Made everything work
Added a bunch of spawn tests to island-0001
Fixed terrainBlendExt and terrain related shaders to work with new system
Added terrain painting overlay to terrain and terrain blend shaders
Fixed various edit mode NRE logs
Added the new systems to island-0002 and island-0003
Mege from terrain_painting
Changed normal map bake to only include terrain
-commented influence map file quite heavily
-added a find maxima in radius function
Made the terrain normal map bake a hybrid between the terrain-cliff and terrain-only approaches
Fixed smartobject_test scene
Before/SpeedTree*: changed Smoothness/Transmission map to TintMask/Transmission map; added support for masked tinting
Added custom editors for SpawnHandler, GrassSpawn and DecorSpawn (YAY REFRESH BUTANS)
Re-worked SpawnPopulation to support spawning ItemSettings assets via their Create() method
Added ItemSettings.Create() overload with transform params
Added some test spawn assets for trees and berry bushes
NRE checks on some delegates in PlayerController
FloraPrefab OnEnable stuff removed, new FloraPrefabs and RockPrefabs now register with ZoneSeasons for their material setup
SpawnHandler tick now measured in TOD Hours (using TOD_Time.OnHour)
Removed TerrainMeta Awake() logic, Init now called from the parent Zone
Added Pine Tree Item + Resource asset
Spawn tinkering
TerrainConfig ref stored in BiomeSettings, updated ZoneEditor to make sure any TerrainMeta components in children have their config refs updated when changing Biome
Updated Candelight Handles (maur
Fixed greenbox scene
Moved Spawn/Decor/Grass assets into Resources/Settings/World
Only check colors of valid splats for grass meshes if smooth color transitions are disabled
Updated ItemView/ResourceView and BuildingView with custom handles for SO interaction distance
Moved AttachmentPoint transform offset handling to ItemView, updated custom Editor with buttons to copy/save the current transform data for each AP
Made SceneSaveHook not shit
Updated View AttachmentPointOffset data for stick, axe, spear, log, basket and rock