33,317 Commits over 4,109 Days - 0.34cph!
Added wolf stub (does nothing but stand around looking badass)
Added BaseAnimal - does nothing but bleed
Fixed sphere collision bounds being fucked when entity rotated
Replaced/added clothing files with updated meshes & LODS on new rig.
updated player skeleton:
- cleaner naming
- improved bone placement
- removed weapon bones
- added new L & R prop bones
- added penis bone
- added eye & jaw bones
deleted redundant old clothing assets.
Fixed some model meta files and material import settings
Updated player model parts to work with new rig
SkinnedMultiMesh now handles LOD'ing properly
Added 4 splat version of layer masking
Added terrain test shader for the test scenes
Fixed naked head LOD being too severe
added teeth & eye player textures
Tooltip for planner showing resources needed
Added specularity properties for every layer to terrain shaders
fixed issue with eye texture
Fixed player collision with new rig
Tweaked player eye/teeth colours
Show build cost when using hammer and looking at incomplete building block
Fixed eyes still showing in first person mode
Fixed motion blur not being applied to multi-skinned meshes
updated holdtypes animations with new rig
Removed debug factor of 2 from the terrain shader
Re-targetting animations to new rig, this isn't perfect
Made grass atlas brightness fit terrain texture brightness a little better
re-exported jog anim on new rig
Updated shininess parameters in terrain base map shader
Fixed missing fog in the terrain base shader
Can we stop adding this fog in please, it doesn't look good
Hardcode terrain test shader toggles until the Unity bug is fixed
Disabled terrain normal mapping until we hear from Unity (fixes color being horribly off)
tweaked some of the wolf attack animations; added new wolf running animation
62 trillion brand new strands of grass. Replaces the old grass.
made the blend smoother when player goes from run --> jump
Stripped out all traces of old UI
Renamed HTML Menu to Menu
Added Menu Background Scene (for previewing, updating the prefab)
Fixed Biomes test level errors
Made Alex's converted jog animation use our new rig's avatar
Added quick test of the ground clutter to forests
Added spawn probability script that can be added to resources
Added procedural test scene (no networking, smaller terrain)
Moved procedural map scene to release folder
Added object clustering to spawn handler
Added soft blending and option to ignore directional lights to our custom particle shader
Changed loot system to accomodate looting players (with 3 inventories)
Added BaseEntityChild - so child components that aren't childen can defer to their parents (player models)
Aded AtomicInvoke - will only invoke if not already
Added ability to loot other players (is mostly broken)
Changed inventory to use inventory UIDs instead of enums
Fixed not being able to interact with hotbar, because context layer was blocking
Added InvokeEvent - like a regular csharp event but calls InvokeAtomic on your MonoBehaviour
Added gameobject.ToBaseEntity - which will resolve a go to a BaseEntity properly
Fixed compile errors
Protocol++
commiting batch 1 of re-exported anims on new rig.
Added PointEntity (derive from for entities that are always networked to players, regardless of position)
Added EnvSync entity (syncs time of day)
Players not correctly always subscribed to nw group 0
Added net_env to procedural map
improved the running animation; fixed some weighting issues on the wolf; adding some new animations