129,605 Commits over 4,140 Days - 1.30cph!
Added random grass patches in forests (this needs tweaking)
Updated procedural terrain test scene to use Unity fog on land again (terrain will soon sample scattering fog from TOD)
Updated camera prefab to remove land fog volume (water fog volume remains)
Fixed missing reference in procedural map scene
Time of Day update to 2.1.0 prerelease 1
Tweaked sky prefab fog bias
Tweaked sky sun mesh color
Added prototype of terrain fog based on atmospheric scattering
Moved HTML localization to service
HTML Inventory now updated from game
Added inventory.old convar - defaults to true
Added HTML inventory icons
HTML UI now scales with screen height
Removed guiWindow directive (handled by engine)
Fixed HTML inventory menu showing up in game
Fixed inventory not getting updated when receiving stacked resources
Fixed player voice error on disconnect
Fixed error logger sending out of memory errors multiple times
Slight camera and TOD tweaks.
Fixed ui starting on ingame screen
Fog, light and grass tweaks.
Fixed HTML rendering being laggy
Fixed quit not working
Reduced calorie healing so you're not immortal
Fixed HTML menu for real this time
EAC doesn't seem to like the 64bit windows build. Build a 32bit version for now.
Making the server less verbose
Fixed players being able to die when dead
Removed more debug output
Improved some awfully flat looking ground textures.
Added server.secure convar
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
Made fog type configurable per-material (the inspector for this sucks, but it does the job for now)
Fixed custom terrain shader fog incorrectly handling the case for no fog
Fixed JQueryUI fucking up drag positions with page zoom enabled
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
Wearables/Beltbar hooked up to HTML ui
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)
Build a proper release version of the dedicated server
Added belt selection keys to bindings (instead of hard coded to 1234 etc)
HTML inventory menu is functional enough to enable by default
Deleted multipass terrain shader (no need to keep legacy shit around)
Moved directional fog into cginc file
Added custom terrain base map pass (faster than full pass but still okay looking)
finished the new wolf model
Some procedural generation refactoring
Added parameter to let grass mesh scale be affected by splat intensity
Terrain mesh blending shader update
Tweaked adjustable range of the terrain base map distance
Tweaked fog density
Removed high frequency texture sample from terrain base map shader
Added experimental masked-blend layer terrain shader; sample normal+height maps
Patched lighting on masked-blend layer terrain shader; tweaked test material
Cleaned up masked-blend shader, optimized a little bit, removed height-based sorting to depend on splat order; updated test material
More snow stuff. Brrrrrrr.
Changed terrain fallback shader
Made all of my shaders use tabs instead of spaces