33,847 Commits over 4,171 Days - 0.34cph!
Updated ore textures (this should really be done by an artist, but I think we might replace the meshes altogether?)
Set scene ambient to hemisphere (seems to fit better overall, especially since the terrain still uses legacy shaders)
Player spec map (fudged, workable)
Disbale error logging in editor (crash, freezing etc)
Skinned meshes update their bounds on demand instead of every x seconds
Fixed warning in PlayerInventoryAnimation because of missing ikWeight param
Disabled Am auto register objects
Fixed shadow caster; was writing to camera depth
Optimized some getcomponents in AM
Fixed possible NRE in AIBody
Client network connection will skip out if too much time has been spent processing packets
Fixed water not having reflection/refraction
Removed SetIKWeight references
Profiling Stuff
Fixed FakePhysics running clientside (perf)
checking in all the fbx files now (tested that everything works so far), in case i break something later on when i change the player anim controller.
Adding models and textures for hazmat set. Still needs weights, but LOD are done.
Fixed WaterUpdate NRE's (probably)
Adding basic tshirt. LODs done, still needs weights.
Made sure all the fbx files are not importing any materials and they're using RustPlayerAvatar; set up the various parameters for the pistol/rock/torch anims
Additional shaders for clothing
Upgraded project to unity5b2
Added Atmospheric Blending; superset of BlendLUT doing temporal conditions across multiple latitudes/biomes
Fixed AM vector rendering code
Cleaned up Atm Blend and replaced BlendLUT in Main Camera prefab
Made animals rigidbody-free (hyper fast but makes them not-move in the test level and ghost through foundations)
Backup committing a few lookup tables.
Colour grading for TODs and biomes.
Temporarily deactivated the slightly broken horizon clouds.
Minor spec tweaks on skin.
added pistol/rock/torch animations to the player anim_controller; fixed a bunch of timing issues. (verified that player animations are working in the "TestLevel" scene)
-fixed the ikWeight settings on several of the animations. Added a couple of extra torso flinch animations to the state machine
added a couple extra torso flinch entries to the flinch array.
improve the jumping animations (running jump looks more natural / also fixed how the landing occurs so it happens immediately when the player lands), tweaked the run animation for the rifle.
Updated the v_torch.fbx with the new torch model, also adding the new textures.
checking in the plate armor with fixes to the mesh, textures should already be up?
Updated the w_torch with the new torch and LODs.
Attempt at fixing NREs in WaterUpdate
checking in fixes for the model errors concerning the burlap trousers and shirt
Time of Day update to 2.2.0 prerelease 1
Added fog density control to atmospheric blend.
Minor wolf controller tweak
Material tweaks
Switched off directional fog
Time of Day update to 2.2.0 prerelease 2
Workaround for foilage outline on menu screen
Fixed metal_plate_torso not having any meshes
fixed the timing on several of the weapon attack/deploy animations. Tweaked the animations for the torch;
Made the sun more sunny and HDRy. Adjusted the lens dirt effect to compensate.
Added profiler samplers for AI behaviours
Reduced the amount of animals until we fix the perf
Added ai.tick
Added ai.move
More profilers
Show which item it couldn't replace in Replace module
adjusted the position/rotation of some of the wm_ prefabs so they align with the player animations better