30,724 Commits over 3,867 Days - 0.33cph!
"Tools/Update Clothes Models" now changes max texture size to 4096 too
Fixed WaterEffects NRE if sky dome is missing
Fixed torch by reverting to the last commit by Alex + recreating the material (where the fuck did that go?)
Disable dynamic znear in playermodel scene
Fixed warnings in the cave_test prefab
Restoring deleted weapon files (goosey strikes again)
Fixed warning in IgnoreCollision
Updated animal prefabs
Updated AI test scene
Added AIObstacle.CheckCollision
Changed AIObstacle.ClosestPoint policy for points inside the obstacle (should return position of the checked point)
Updated AI test scene
Made obstacles handle entities inside them in a more stable manner (for real this time)
Fixed AILocomotion speed not depending on angle between forward and target vector
Removed grass system debug output
Made obstacles handle entities inside them in a more stable manner
checking in metal plate helmet and textures
Added early exit to AILocomotion tick if no movement is required
Made AISteering profiler sampling more accurate
Added AISense.FindClosestTarget / Danger / Obstacle
Added AILocomotion.SnapToGround (no longer called automatically)
Made TickSenseAction randomly distribute its calls across frames
Removed all WaitForSeconds from the wolf beahviour tree (for testing purposes)
Changed default farclip to 6000
Time of Day update to 2.2.0 prerelease 4
Made torch normal maps normal maps
Edited torch prefab & v_torch to get new torch working.
Added tools/Update Clothes Models - sets up avatar, humanoid, no material import, warns on extra bones
Cleaning up unused materials
burlap shirt fix...hopefully.
Added models, textures, and prefabs for hazmat suit and improvised helmets.
Reverted CoherentUI to software only (hardware acceleratred mode is laggy, wants vsync)
Re-enabled dynamic znear
Slight snow biome colour tweak.
Bunch of biome specific environmental parameters. For example, deserts are no longer super cloudy!
thompson submachine gun view model rigged up; reload animation done.
Made static decor rocks get randomly scaled and flipped
Re-added forest rocks (no moss for now, but a slight brown tint)
Removed tons of rock hacks we had to do for Unity 4
Litter box alert: Added tiny clutter rocks to some areas (rock, sand, dirt, forests, underwater, ...)
Protocol++
Refactored grass and decor systems to start spawning after calling Refresh()
Made grass and decor patches always snap to main camera, no need to move the game objects via script
Made Refresh() do a full rebuild if called after already being initialized (can be used at respawn)
Made TerrainGenerator.GenerateTerrain() call Refresh() on static and list decor
Made Client.OnClientFirstSpawn() call Refresh() on dynamic decor and grass
Fixed the colour mismatch on forest 4 billboards.
re-made burlap shirt prefab & added skinned mesh collider
re-exported burlap shirt with clean hierachy & added lower torso mesh
Tweaked HTML zoom
Tweaked belt bar
reverted burlap_shirt (did the same thing that I did earlier but didn't set the default material to Flesh)
Added skinned mesh collider script
Converted some decals to the standard shader
Converted some particle effects to the custom shader that isn't super bright at night
re-added collision component to burlap-shirt
Re-made burlap_shirt prefab as it was causing the mesh to appear broken. Obviously some issues with updating prefabs in U5.
re-exported Burlap shirt with neckline ( I have a good felling about this one)
Fixed ItemAction_Replace not working properly if the container was full
Enabled HTML hardware rendering (test)
Fixed death intro not working
Fixed player_movement leak on death
Restored FogVolume for the main menu scene
Changed tundra rocks to the darker variant
Changed water reflection clear color to equator color
Added GlobalFog image effect for underwater fog (changelog claimed it's fixed)
Added ImageEffectOpaque attribute to GlobalFog for it to render before the water plane
Updated scenes
Removed pvt specific configs from TerrainGen to avoid setting it up in multiple places
Removed UVMIX baking to pvt cache; near and far freqs now reside in separate caches
Improved pvt terrain texturing fidelity close to original non-pvt terrain; UVMIX now done properly and matches original
PVT update: very close to deployment, only a couple bugfixes away; HQ got finer granularity; larger VT support
Fixing tiny oversight in atmospheric blend code