249,462 Commits over 3,959 Days - 2.63cph!
Entity.OnUpdate() now automatically advances any animations used by sprites within the entity.
Entity.OnUpdate() now automatically advances any animations used by sprites within the entity.
Added a Coroutine class to encapsulate started coroutines, with Suspend() and Resume() methods.
Added a Coroutine class to encapsulate started coroutines, with Suspend() and Resume() methods.
Converted some decals to the standard shader
Converted some particle effects to the custom shader that isn't super bright at night
re-added collision component to burlap-shirt
Added neckline to burlap_shirt LOD0
Re-made burlap_shirt prefab as it was causing the mesh to appear broken. Obviously some issues with updating prefabs in U5.
re-exported Burlap shirt with neckline ( I have a good felling about this one)
Fixed ItemAction_Replace not working properly if the container was full
Working towards a GameScreen specific loading scheme for sub scenes. For now doing nothing specific towards this, but laying the groundwork.
And recommitting the version that I "know" is from the Standalone folder.
Trying to delete and replace with Standalone version... doubt it will help, but this constant stream of jenkins failure...
Enabled HTML hardware rendering (test)
Fixed death intro not working
Fixed player_movement leak on death
Restored FogVolume for the main menu scene
Changed tundra rocks to the darker variant
Nuking A* Pathfinding Project.
Fixed A* Pathfinding Project's RecastGenerator so that it actually compiles for Unity 5.
Trying to replace the UI dll with the Standalone version.
Changed water reflection clear color to equator color
Added GlobalFog image effect for underwater fog (changelog claimed it's fixed)
Added ImageEffectOpaque attribute to GlobalFog for it to render before the water plane
Updated scenes
Looks like this is needed to compile under Visual Studio.
[memory_dungeon] hunger bar, new cursor
[memory_dungeon] hunger bar, new cursor
Changed name of root gameobject in bootstrap game scene to "World", and name of any subscenes to "Land". Now when BaseScreen loads a subscene, the root gameobject of that scene is added as child to the main scene of that Screen.
- Fixed bug related to scenes from Working directory not being part of the Build Settings and then executing the game while such a scene was the active one in editor. The fix required a custom Build system that I added to the File Menu (Build Before), roughly based on Rust's Build system.
- Custom Build System
- Automatic Game Screen Sub Scene list Generation when in Editor Mode, based on parsing the Build Settings Scenes list.
Removed pvt specific configs from TerrainGen to avoid setting it up in multiple places
Removed UVMIX baking to pvt cache; near and far freqs now reside in separate caches
Improved pvt terrain texturing fidelity close to original non-pvt terrain; UVMIX now done properly and matches original
PVT update: very close to deployment, only a couple bugfixes away; HQ got finer granularity; larger VT support
Fixing tiny oversight in atmospheric blend code
Added motion blur MinVelocity to ameliorate sliding intermittent blur and improve MB quality
Fixed the remaining issue when starting the game from an "Island" scene in the Working folder.
Added a few TOD params to geo-temporal atmospheric blending
Fixed missing textures on menu background terrain
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Fixed new primitive rendering methods not throwing an exception when used outside of OnRender()
Fixed new primitive rendering methods not throwing an exception when used outside of OnRender()
Loading the startup scene again instead of loading the Globals prefab.
Implemented Graphics.FillRect
Implemented Graphics.FillRect
Refactored the Screen/Scene loading mechanics a bit. Now loading scenes from Runtime works perfectly, both from startup scene, or any other scene (whether they're part of a Screen that only have a single Main Scene, or a Screen that holds multiple Sub Scenes as well). There's a strange bug when loading from the Working directory right now in that it loads a scene id with -1 the index actually specified for Main and Sub scenes... Will try a fix next that replaces int id loading for string name based Level/Scene loading.
Latest GameAPI.dll and fixed drawing lines of thickness > 1.
Latest GameAPI.dll and fixed drawing lines of thickness > 1.
Implemented Graphics.RenderLinesFromStream
Implemented Graphics.RenderLinesFromStream
Some extra effects added to SmashBlox.
Some extra effects added to SmashBlox.
Added particles to SmashBlox to test Graphics.DrawPoints
Added particles to SmashBlox to test Graphics.DrawPoints
Implemented Graphics.RenderPointsFromStream