110,890 Commits over 3,897 Days - 1.19cph!
More snow stuff. Brrrrrrr.
Cleaned up masked-blend shader, optimized a little bit, removed height-based sorting to depend on splat order; updated test material
Patched lighting on masked-blend layer terrain shader; tweaked test material
Added experimental masked-blend layer terrain shader; sample normal+height maps
Removed high frequency texture sample from terrain base map shader
Tweaked adjustable range of the terrain base map distance
Tweaked fog density
Terrain mesh blending shader update
Added parameter to let grass mesh scale be affected by splat intensity
Some procedural generation refactoring
finished the new wolf model
Moved directional fog into cginc file
Added custom terrain base map pass (faster than full pass but still okay looking)
Deleted multipass terrain shader (no need to keep legacy shit around)
Added belt selection keys to bindings (instead of hard coded to 1234 etc)
HTML inventory menu is functional enough to enable by default
Build a proper release version of the dedicated server
Made per-material terrain fog type selection use KeywordEnum
Had to hardcode fog type for now (terrain system has a bug that prevents it from copying material shader keywords)
Wearables/Beltbar hooked up to HTML ui
Made items draggable, item slots droppable
Items are now added to array by slot number
glue.js switches the screen to ingame and opens inventory in chrome
Fixed JQueryUI fucking up drag positions with page zoom enabled
Fixed custom terrain shader fog incorrectly handling the case for no fog
Made fog type configurable per-material (the inspector for this sucks, but it does the job for now)
Fixed viewmodel animation trigger errors
Fixed player inventory errors
Ignore empty console commands
Split up client network cycle, to aid debugging
Don't allow connect multiple times
Added server.secure convar
Improved some awfully flat looking ground textures.
Fixed players being able to die when dead
Removed more debug output
Making the server less verbose
EAC doesn't seem to like the 64bit windows build. Build a 32bit version for now.
Fixed HTML menu for real this time
Reduced calorie healing so you're not immortal
Fixed HTML rendering being laggy
Fixed quit not working
Fog, light and grass tweaks.
Fixed ui starting on ingame screen
Slight camera and TOD tweaks.
Moved HTML localization to service
HTML Inventory now updated from game
Added inventory.old convar - defaults to true
Added HTML inventory icons
HTML UI now scales with screen height
Removed guiWindow directive (handled by engine)
Fixed HTML inventory menu showing up in game
Fixed inventory not getting updated when receiving stacked resources
Fixed player voice error on disconnect
Fixed error logger sending out of memory errors multiple times
Added prototype of terrain fog based on atmospheric scattering
Tweaked sky sun mesh color
Tweaked sky prefab fog bias
Time of Day update to 2.1.0 prerelease 1
Fixed missing reference in procedural map scene
Updated procedural terrain test scene to use Unity fog on land again (terrain will soon sample scattering fog from TOD)
Updated camera prefab to remove land fog volume (water fog volume remains)
Added random grass patches in forests (this needs tweaking)
Removed collider from billboard (duh) and fixed some internal prefab name mismatches
Added crafting queue to the HUD. Tweaked window display structure.
Added some more prefabs, did some prefab reordering