248,635 Commits over 3,928 Days - 2.64cph!
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
Fixed Biomes test level errors
Stripped out all traces of old UI
Renamed HTML Menu to Menu
Added Menu Background Scene (for previewing, updating the prefab)
made the blend smoother when player goes from run --> jump
62 trillion brand new strands of grass. Replaces the old grass.
tweaked some of the wolf attack animations; added new wolf running animation
Disabled terrain normal mapping until we hear from Unity (fixes color being horribly off)
Hardcode terrain test shader toggles until the Unity bug is fixed
Can we stop adding this fog in please, it doesn't look good
Fixed missing fog in the terrain base shader
Updated shininess parameters in terrain base map shader
re-exported jog anim on new rig
Removed VPaint. Removed shaderforge and scenemate meta files from ignore.
Updated cave assets. Added test skin shader. Added Vertex AO bake script.
Made grass atlas brightness fit terrain texture brightness a little better
Re-targetting animations to new rig, this isn't perfect
Removed debug factor of 2 from the terrain shader
updated holdtypes animations with new rig
Fixed eyes still showing in first person mode
Fixed motion blur not being applied to multi-skinned meshes
Show build cost when using hammer and looking at incomplete building block
Fixed player collision with new rig
Tweaked player eye/teeth colours
fixed issue with eye texture
Added specularity properties for every layer to terrain shaders
Tooltip for planner showing resources needed
added teeth & eye player textures
Fixed naked head LOD being too severe
Added terrain test shader for the test scenes
Added 4 splat version of layer masking
SkinnedMultiMesh now handles LOD'ing properly
Deleted duplicate normal map processor
Updated player model parts to work with new rig
lods for the head for alex
re-organised clothing file folders
Fixed some model meta files and material import settings