30,724 Commits over 3,867 Days - 0.33cph!
Player spec map (fudged, workable)
Set scene ambient to hemisphere (seems to fit better overall, especially since the terrain still uses legacy shaders)
Updated ore textures (this should really be done by an artist, but I think we might replace the meshes altogether?)
Labelled player animations with "PlayerAnimations"
Made sure all player animations were using the RustPlayer avatar
Made ikWeight use animation curves instead of calling SetIKWeight
Undone everything goosey did yesterday (fixes broken player animation, sorry dude)
Quick fix for lat-based atmospheric blend
added the torch and rock animations to the mecanim controller; adjusted the timings on some of the movements to lessen some of the "foot sliding" going on
Updated water adjustment script
Updated sky prefab and scene render settings
Deleted TerrainGenerator test scene (shit's so fast now it's no longer required)
AdaptiveReinhard tonemapping still broken on OS X (sorry)
Time of Day update to 2.1.2 prerelease 3
changed the SetIKWeight animation events so it works with the Mecanim Synch layer stuff; Set up the last of the remaining weapon anims for mecanim
-added a workaround to a mecanim bug that was breaking the SetIKWeight function
Added latitude-based atmospheric blend component; only does color LUTs atm
Preparing amplify color for 2-way latitude+day-night blend
jog and running animations done for the player holding rock
Tweaked camera, sky
Added ProceduralSmall map
Animals now spawn everywhere (instead of just forests)
Fixed player model not playing walk animations (NaN mechanim shit)
Fixed remaining PVT issues on OSX/GL; port to u5 is complete
Updated PVT terrain shader to match recent changes to fallback
Fixed amplify motion shader errors
Removed unused AM shaders for now
Scaled back on pagesPerFrame
Fixed all decor not spawning
Fixed situations where the grass patch mesh could reach the per-mesh vertex count limit
Swapped UI rendering back to how it was, this new way kills frame rate
crouchwalk and jogging animations for the player holding The Rock. Can you smell what Dwayne Johnson is cooking?
Mesh colliders for animals
Fixed animal pink skins
FIxed player skin being shiny as balls at night
Updated sky prefab (smaller clouds, slower wind speed)
Disabled fog in horizon clouds
Time of Day update to 2.1.2 prerelease 2
Changed ambient occlusion image effect order
Added safe error handling when a grass patch uses too many vertices
Re-organised prefab folder
Everything that autospawns should now be in the autospawn folder
protocol++
Skinned colliders can no longer be convex
Fixed potential headshots creating an error
Fixed a bunch of compile warnings
Removed duplicate LOD group from cactus 5
Fixed HTML manager spawning twice
Changed HTML to 'OnDemand' mode
Removed player rigidbodies serverside
Fixed Radiation sphere trigger math
Added vis.triggers convar
SkinnedMeshCollider triangle array errors
Fixed errors with input state being null on disconnect
This should fix having to hit doors to get lock status to change
Changed ores to use standard shader
Disabled voice chat playback (crashing in u5 in SetData)
Removed redundant rigidbody warning
Material tweaks
PlayerModel scene render settings
the player + torch animations all done.
Tweaking to avoid crazy shadow flickering
PVT fixes for Unity 5 support
Wider hardware support using ARGB32 fallback for tables
Added ClearFirstFrame to main camera (fixes depth-only clear flag issues on some HW/SW)
Clothes material fixes
Made camera clear only depth (fixes leaf outline bug in u5)
Made time curve harsher - night doesn't last as long