248,612 Commits over 3,928 Days - 2.64cph!
Looting window works (kinda)
Added masked-blend layer terrain cginc + sample shader; _normalterrain map pre-processor
Menu popup animation
Refactored Menu
Moved crafting window to far left
Fixed dragged items being behind menu
Fixed camera far clip plane
Put forest 3 tree and decor prefabs on world layer
World fog tweaks, underwater fog volume now also visible if looking down at water
Added 2D version of the move to target script
Stripped out a bunch of unused shit. to rule it out of the lag spiking
Forest 3 tree prefab tweaks
Added billboard materials for the rest of forest 3
Changed terrain texture tiling to 5
Made all of my shaders use tabs instead of spaces
Changed terrain fallback shader
Use staging branch instead. Lets see what this does.
Tweaking this texture, to see if it makes any difference to the holo sight
More snow stuff. Brrrrrrr.
removed duplicated resources
stored resources inside a subfolder for each game
Cleaned up masked-blend shader, optimized a little bit, removed height-based sorting to depend on splat order; updated test material
Patched lighting on masked-blend layer terrain shader; tweaked test material
Added experimental masked-blend layer terrain shader; sample normal+height maps
Removed high frequency texture sample from terrain base map shader
Tweaked adjustable range of the terrain base map distance
Tweaked fog density
Terrain mesh blending shader update
Added parameter to let grass mesh scale be affected by splat intensity
Some procedural generation refactoring
finished the new wolf model
Moved directional fog into cginc file
Added custom terrain base map pass (faster than full pass but still okay looking)
Deleted multipass terrain shader (no need to keep legacy shit around)
Updated clothing parts source file with hand LODS.
Added belt selection keys to bindings (instead of hard coded to 1234 etc)
HTML inventory menu is functional enough to enable by default
Build a proper release version of the dedicated server
Made per-material terrain fog type selection use KeywordEnum
Had to hardcode fog type for now (terrain system has a bug that prevents it from copying material shader keywords)
Wearables/Beltbar hooked up to HTML ui
Made items draggable, item slots droppable
Items are now added to array by slot number
glue.js switches the screen to ingame and opens inventory in chrome
Fixed JQueryUI fucking up drag positions with page zoom enabled
Updating to 18th March version
Fixed custom terrain shader fog incorrectly handling the case for no fog
Made fog type configurable per-material (the inspector for this sucks, but it does the job for now)
Fixed viewmodel animation trigger errors
Fixed player inventory errors
Ignore empty console commands
Split up client network cycle, to aid debugging
Don't allow connect multiple times
A bunch of empty folders for some reason