128,937 Commits over 4,140 Days - 1.30cph!
Experimenting with Block editor tool
Tree fixes. Removed network sleep and rooted some other nodes.
Fixed a tree billboard colour pop.
Fixed NRE in AtmosphericBlend
Optimized chopped tree billboard sizes.
Tree tint variation tweaks, and slight global wind improvements.
added a swing/miss animation for the medical syringe
This should fix the sounds not playing.. for good!
some new 3rd person animations for bow (unaimed) and ... I farted.. /me runs away
Don't log error messages about D3D device lost etc - to prevent console spam hurting framerate
Fixed potential NRE in planar reflection
Added PVT version of TerrBumpSpecMasked shader
Added back support for legacy terrains albeit changing new baseline to TerrBumpSpecMasked
Update TestLevel_PVT for testing
Fixed missing specular in TerrBumpMasked shader
Fixed animals being able to attack targets they can't see
Fixed animal attack range check ignoring height
Refactored prefab preprocessing system (is now an interface any component can implement)
Only allow prefab preprocessing of any sort if not inside the editor (better safe than sorry)
Added building skin transition experiment
Added BuildBlock editing toolbar
Updated building block prefabs with unified layout for editor
Added initial salvaged weapon prefabs ( before they delete themselves again)
Added AIObstacleMesh to handle mesh colliders in dynamic obstacle avoidance (unfinished, backup commit)
Made AI test level work again
changed salvaged axe holdtype
Repositioned salvaged weapons & spears for player animation prefabs
Added the largest tree ever. Good luck chopping it down. (It will look less silly when it gets its smaller siblings.)
Wiping out forest 4 for Andre.
Let's try making the shadows dark, and the sky bright!
Committing the right file.
Some metallic reflections for the axe, hammer and icepick.
Slightly unnerfed the global reflection.
added code to handle the new "aiming" float variable in the player mecanim.
3rd person animatiosn for playing holding bow (unaimed)
changed the huntig bow _wm prefab so it aligns better with the 3rd person animations
Removed legacy billboard system
Removed legacy trees
Updated tree prefabs to the correct child object layout (all future tree prefabs should look like this)
Removed some unused scripts
Added blend trees to shotgun player holdtype
Fool me once, shame on... shame on you. Fool me... you can't get fooled again. Added a second generation bush.
Added syringe world prefab
Fixed compile error in AIObstacleMesh (sorry for the suffering I caused you Jenkins)
Polish pass on terrain textures and blend parameters, making the ground a bit more crisp.
Changed waterpipe shotgun world model & updates to prefab
Changed the way random number seeding works (can now request per-position seeds in a nice way)
Changed camera clear flags back to solid color now that we're no longer using any of the tree creator shaders
Added placeholder bushes to all forest types
Deleted old bush and tree art
Time of Day update to 2.3.0
added "shotgun" / "smg" to the devplayer script. Fixed up some errors on the mecanim player conroller.
Made AtmosBlend update wind smoothly again; possible thanks to unity tree wind fix
Temporarily removed that unused third overlay from PVT shaders; will add back if applicable
Added el cheap-o parallax mapping to all terrain PVT shaders; using subtle offset as default
Reverted procedural small; checked in by accident
made the 3rd person bolt rifle animations smoother. (ie. removed the twitching of the player's shoulders when he jogged)