1,332 Commits over 911 Days - 0.06cph!
WIP squad editor drag rework :
- removed the RT and overUI camera
- moved squad editor UI to camera overlay
- added unit hologram shader
- added render pass for the over UI stuff
- moved the see thru color setting to the unitview to init it automatically in the squad editor
separated pass for trajectory and cursor, tweaked render pass order
tweak trajectory shader and added unlit particle xray shader for the cursor
rerender some item icons
fixed icon renderer for lwrp for all the customisation
set platform specific compression, improved unit render (uncompressing all the texture before rendering)
rerender all the customisation icons
removed old unused item definitions
tweaking blob shadow in the units prefab to get the proper size and offset when animated
adding blob shadow to the player avatar and trophies
adding blobshadow tag to ignore the material in the item customisation DB tools
temporary sorting the sport trophy materials so they don't use a random number of material per trophy, removing the unused material and material references in the item db, rebuild DB, cleaning up the folder and item naming convention
see thru tile pass/shader tweak
switching to unity 2019.1.5 to fix UI images related error
fix some error in the jumper and icer hierarchy preventing the anim to play
update icon renderer setting
adding jumper and icer to career logo and trophies
adding jumper and icer anim trophy pose , controller and item definition etc ... rebuild item database
re render trophies icons for consistency
split some element of the environements to compensate the no blending of the lwrp reflection probe
removed some reflection probe/light to avoid light glitch due to the per pixel light limitation
more unit ui shader tweak
lowering hdr precision
optim textures
removing some unused textures
re set pc texture compression on unit textures
simplified UI unit shader, adjusted the glow color as the UI doesnt have glow post process anymore
rerender unit portrait so they are all consistent, as the jumper and icer were rendered in lwrp (no AO on them tho)
fixed some trophies broken materials
tweaked confirmation button
tweaked some gameplay UI element sorting
adding blob shadow shader/mat/setup, switching the shadow options to : on, simple, off
removing some unused asset
fixed some warning
removing more ui blur
removing old ui camera, updaing the ui toggle in the dev tool
updated tile shader with the board height as a shader global variable when boardheight!=0
removing some UI blur (still more to remove)
fixed some UI sorting due to the UI being render in overlay
forced unit LOD 0 in career logo editor
setting up lod, adding model quality to the video options
tweak lod2 skinning on all the units
tweak camera zoom
fixed confirm button offset (will probably need some placement tweak)
fixed burner, launcher, booster, grabber LOD2 skinning
blinn-phong, simple shader tile/unit update
blinn phong tweak
pp edge shader tweak
ice trim normal tweak
adding LOD2 for most units
removing some old unused shader
fixed simple tile shader specular
tweaked blinn-phong lighting model
tweak ice environment
LOD and redeuced bone influence for the rest of the units
adding LOD model for mortar, grabber, charger, launcher, booster and burner
and reducing bone influence to 1 on them
switched squad editor FX
more light tweak, light layer sorting
decal order material tweak
shader tweak
light fix
fixed menu avatar camera
lwrp lighting pass
adding WIP simple tile shader
tweak jump celebration anim
more shader and warning fix
updating text mesh pro, adding missing character to get rid of the warning spam
fixed attack particle event rotation
tweaked some attack FX / decals
tweak decal shader, render pass order, fx to reduce clipping
FX layer/ decal replacement pass
replaced decal in tile toppers, adding decal layer to main directional light
pass on FX layer
adding transparent lit render pass (decal), and tweaked the render order
replaced explosion decal, removed the offset on the tile highlight/waring to avoid aliasing(offset done in the shader depth instead)
tilehighlight arrow sorting
fixed award panel ui particles
adding renderpass so the FX render over the tile highlight
fix tile warning shader
fixed some ui particle
tweaked mask particle shader
copied dirt_lens texture in the texture asset folder
removing deprecated highlight system + references
tweak transparent shaders
adding color correction to vignette shader to reduce color difference in max performance mode
adding UI material to fix weird alpha stuff
removing colorful FX + references
update post process/shader for icon renderer/ career logo