30,724 Commits over 3,867 Days - 0.33cph!
Improved grass visuals when viewed directly from above (i.e. looking straight down)
Improved grass patch border transition
These trees had two colliders
Removed rigidbodies from more prefabs
Fixed specular highlight on water
Removed more rigidbodies
Ores now properly dispense metal/sulfur ore
Fixed construction guide shader
Fixed player sticking head through ceiling
Fixed not unducking
Fixed player collider sometimes being sidewards
Fixed door falling off (!)
Removed rigidbodies from a bunch of static-y stuff
Disabled network sleeping (perf test)
Made SpawnHandler resolution configurable (1024x1024 for now)
Fixed beaches 3 tree billboards
Sky dome ambient color tweaks
More profiling when sending snapshots
fixed vm_rock missing event errors
Fixed NRE on server with clothes swapping
Changed linux server not to ship steamclient.so
Made all scenes use tricolor ambient light
Time of Day update to 2.1.2 prerelease 1
Tweaking so out of memory errors get bucketed the same
Fixed NRE in PlayerInput.ClientTick
Re-enabled water reflection (perf test)
Wolf now uses mesh collision
Fixed crash in mesh collider (unity5 - non convex mesh colliders must have kinematic rigidbody)
Added torch & torch_lit overlays to player controller so two sets of anims can be played ( like the view model anims)
finished the player + pistol animations; commiting the crouchwalk for the player + torch anims
Actual iceberg metas this time.
Iceberg metas and normal map fixes. Toned down the water material reflection opacity, to banish the blinding holy water.
Asset files for the remaining icebergs.
Fixed terrain shaders (white terrain at close range)
Disabled PVT until it works again
Disabled WaterFogVolume until it stops overlaying everything
Increased client connection timeout
Deleted skinshader, furshader (not working in u5)
Fixed possible NRE on scene unload
Include 64bit steam dlls with debug server build
Lessen network grid size (perf test)
Fixed player being a black shiny blob
Added option to make Win32 client debug build
Disabled water reflections (huge fps boost - possible Unity5 bug?)
Testing whether 64bit versions will allow Development mode now
Error reporter per platform
Don't fuck with timings (for now)
Fixed errors not being reported
Disabling gibs (performance test)
Fixed more materials
Fixed NetworkVisibilityGrid was trying to set the vis provider before network initialized
Recompiled plugins with working UnityEngine.dll (!)
Updating properties on models so materials don't get re-created on import
More broken materials
Switched default render mode to Legacy Deferred (new deferred doesn't seem to apply fog)
Fixed some broken materials
Updated terrain generator test scene
Unity 5 wants to update those two texture meta files, new parameters seem to be in-line with the other ones so why not
Added some missing meta files
crouchwalk/jog animations for playing holding a pistol
Fixed billboards being massive (they're still broken though)
More fighting with CoherentUINet.dll
Re-compiled plugins with new UnityEngine.dll
Fixed some pink materials.
Fixed warnings in TerrainSkin and beautified its code a little
Removed shadow softener until it's updated for Unity 5 support
Removed some #if UNITY_5_0 stuff I added before since the build server is now updated
Fixed 32bit windows build not copying coherent libraries properly
Removed some unneeded server debug output