250,072 Commits over 3,959 Days - 2.63cph!
Gave the foliage a base tone and hue variation value. LOD bias set to 1.
Trimmed unused data from SPM's. Stopped rendering subterranean trunks on ground foliage. Neutralized all ST's for seasonal tinting.
Working on some particles
FilmControl and some other updates
Bad stuff happens if-buildTo doesn't end with a slash
3rd chicken skin variation
Also copy all the bullshit to the -buildTo folder
Removing timestamp from GameManifest
Made tree mesh placeholders spawn whenever the loading screen is invisible
Made tree prototypes rebuild whenever they are out of sync
Made tree mesh placeholder child objects get moved to the correct layer
Seperate server build fuckup
Fixed -builtTo command line fuckup
- Fixed loading issue in island_large_1
- Fixed Biome _settings being null in some cases when it shouldn't be.
Splitting server debug build
Merge branch 'deploy' of ssh://github.com/Facepunch/arcade
Failsafe fix for error in embedded player.
Merge branch 'deploy' of ssh://github.com/Facepunch/arcade
Possible fix for error in embedded player.
Post-build deployment, GUID: 2b1de985-054d-4a3e-a15b-3ae703f8885e
Merge branch 'deploy' of ssh://github.com/Facepunch/arcade
Added support for specifying a game to load from the command line.
Allow building to specific folder if command line is set
Log when official sever is rejected because it's not on the whitelist
Fixed pink viewmodel arms on b13
Fixed server compile error
Fixed that all rocks looked like metal in b13
Made my iceberg fix slightly less ghetto
Fixed icesheets being pink
Ghetto fixed icebergs being super shiny
Manually added temporary colliders to the snow trees as they are missing in the speedtree files
Made unused components on placeholder tree objects get deleted
Refactored decor system for better cross-frame load distribution and faster refreshing
checking in new lods, transition should much smoother.
Biome assets shouldnt require data generation on each load
BiomeManager no longer needs a Terrain the scene
Updated trefalls SO test scene to match new zone setup
GroupAgentsMoveTo now disables NavAgentMoveRandom, renable for all agents in group via context menu.
Added updated template scene
Fixed duplicate biome var in BiomeManager
Removed Season class and related editor scripts. Seasons now a part of the Biome class.
- Some PlayerController debug switch fixes, again.
- Couple of extra checks in SeasonManager to make sure transitions work (needs wizardly refactoring)
- Enabled wind randomisation again
Removed useless name variable from FoliageGroup
- FoliageGroup implemented. Zones are now assigned a Biome, which controls terrain and foliage tinting across Seasons.
- Tree prefabs updated to to use 2 materials for leaves/branches.
Added dev.culling <layername> <distance>
Added FoliageGroup ScriptableObject, not quite finished