244,527 Commits over 3,898 Days - 2.61cph!
Removed specularity from AI test scene grass
Let's give AstarPathfindingProject a try
Merge from main again (context menu class update)
Renamed ContextMenu to ContextMenuUI (name conflict)
Merge from main again (version class update)
Add inventory notifications to the previous update
Show active crafts in blueprint list
Renamed Version to BuildVersion due to System.Version name conflict
Merge from main again (to keep Unity from reimporting shitloads of shaders every time I switch branch)
Added min and max cluster size to spawn handler
Craft notifications
Craft cancelling
Craft progress
Time of Day update to 2.1.0 prerelease 3
Sort by craftablility
Craft on click
Menu shows blueprints
Menu indicates whether you can craft blueprint
Added triangle-shaped grass meshes to sparse-coverage areas
Added PlayerBlueprints component
Now sending list of craftable blueprints to HTML (wip)
Tweaked terrain material UV mixing parameters
Fixed terrain generator test scene not loading (whoops)
Re-added terrain generator test scene
Water, cliff shader and snow scene tweak
Cliff shader update, and merge prep.
Tried to make water less terrible. Really need to get it fogging properly.
Added ParticleScaler third party. Added new shader for rocks. Testing parallax with cave shaders.
improved the running animation; fixed some weighting issues on the wolf; adding some new animations
Heightmap and spec on all the ground textures.
Cave root asset. SimpleVertexAO shader, mataerial updates.
Added net_env to procedural map
Added PointEntity (derive from for entities that are always networked to players, regardless of position)
Added EnvSync entity (syncs time of day)
Players not correctly always subscribed to nw group 0
Added scripts folder.
Added scripts for updating the player rig & exporting a clean skeleton with no meshes or erroneous nodes.
commiting batch 1 of re-exported anims on new rig.
Fixed compile errors
Protocol++
Changed loot system to accomodate looting players (with 3 inventories)
Added BaseEntityChild - so child components that aren't childen can defer to their parents (player models)
Aded AtomicInvoke - will only invoke if not already
Added ability to loot other players (is mostly broken)
Changed inventory to use inventory UIDs instead of enums
Fixed not being able to interact with hotbar, because context layer was blocking
Added InvokeEvent - like a regular csharp event but calls InvokeAtomic on your MonoBehaviour
Added gameobject.ToBaseEntity - which will resolve a go to a BaseEntity properly
Updated cave test scene , assets, mats.
Added soft blending and option to ignore directional lights to our custom particle shader
Added object clustering to spawn handler
Added spawn probability script that can be added to resources
Added procedural test scene (no networking, smaller terrain)
Moved procedural map scene to release folder
Added quick test of the ground clutter to forests
Made Alex's converted jog animation use our new rig's avatar