253,041 Commits over 3,990 Days - 2.64cph!
-minor fixes onto the view prefabs again
combined all roots unwraps, baked out lightmap
- Added placeholder Bar tab mission and mission text to Area0
Post-build deployment, GUID: b728ef13-3ced-4fc7-b78b-5da7d354da58
env.time without args will return the time
Setting increased Profiler.maxNumberOfSamplesPerFrame
Replace missing materials in all prefabs (prevents crash in 5.1 editor)
Custom speedtree shader for for 5.1
backup of Source files for various animations
prep for running forehand
tweaked the deer running animation
Made snow rock a bit more acceptable. Tree texture size optimizations.
Fixed TerrainAtlas gen expecting normal XY in RG instead of AG
Updated terrain4 atlas textures using the gen fix; fix for bad terrain lighting
Cleaned some shader code
Nuking old biomes, fixing biome assignment in game scenes. Removed island0003-quick.scene
Fixed Canvas sorting issue introduced with 5.1.0f1 (not sure if working as intended, child transforms (containers) of the main canvas required their own canvas component with sorting set to override to work with the overlay camera mode
Added LOD cull component for performant per-object distance culling (without LOD meshes)
-tagged the controller as Tree, and Layered the whole thing to Trees rather than Buildings. Wondered about moving the resourceaffector onto the model, but maybe that's not the right thing to do.
-and promptly forgot to add them
-made more view prefabs for the tree different pine types, in the meantime
Reduced LOD grid cell size for more accuracy
-added a temporary pine mesh on the pine model, so you can still place (and see) pines in editor. Gets destroyed at runtime. Temp solution I guess!
-made a script to swap in all the old treeprefab for new Resource trees. (Could/should be extended for resources to know its treetype, and respect the old one I guess, after discussion)
Keypad light & campfire HDR.
-readding in the resources that were moved and not added in the last commit -_-
-fixed spawning of the resourcePine being offset compared to its parent.
Fixed snow UVMIX repetition.
Minor radtown prefab tweaks.
Added running hit to Igor in viewer
Attempt to fix missing low-quality rock shader variants
status command can be used by clients
RedrawInputLine exception
ItemModCookable exception
BaseMelee.AttackEntityHit exception
RConListener start exception
Fixed refractive fire particles doing a grab pass for every individual instance
Added World header and buttons to editor
Added Biome and Weather tabs to the editor
Renamed WeatheType > WeatherSettings