243,682 Commits over 3,898 Days - 2.60cph!
Added furnace V2, new fire emission shader, updated campfire and related assets to work with new shader. Updated prefabs for furnace and campfire...
Games can now be detected from Unity.
Save/load string table to disk in saves
Throw error when creating entity with matching ID of existing entity
Entity prefab names use stringtable instead of sending string name
Protocol++
Implemented BudgetBoy.Image resource saving.
Added a dialog to select package save destination and fixed an error when opening more than one game project.
Added a button to create packages.
Basic game packaging implemented.
Temporary files are now properly ignored during script compilation.
Added dev.sampling X to enable downsampling (X = 2 means 200% rendering res, downsampled to 100%)
Reverted tonemapping since adaptive algorithms are broken on OS X (Unity bug submitted + confirmed)
TOD settings tweaks. Tweaked daytime color grading LUT. Camera post tweaks.
removed an obscenely named test function
Made changes to HEM. It's now a lot nicer!
Final step is to work out uvs PROPERLY and to work out what happens when direction of the road edge needs to change ?!
Then do some more debugging and re add nice mesh generation with properties!
Minh Le vs Unity IK system. Round 2
Updated tonemapping, some post FX tweaks and TOD settings. Added script to update water reflection color from TOD ambient light.
Merge from /main/shinyspherelp
Fixed seeker materials not being updated when hit.
Merge from /main/shinyspherelp
Included prefab and material changes.
Ensured shared meshes are used for spheres.
Added a fallback sphere renderer for non-D3D systems.
fixed some errors with some of the animations missing the l_prop / r_prop bone. Fuck Dat shit YO
Set daytime shadow strength back to 1.0 and adjusted lighting to compensate. Should result in better lighting for interiors.
tweaked the rifle animations so they jive better with the Unity IK system
Added debug mode to PVT_Control; shows either diffuse, normal, shaded normal, height or gloss
Tweaked PVT; added TestProcedural_PVT map
Fixed depth for the GLSL version of the sphere shader.
made some tweaks to the player + rifle animations (they should be pointing straight ahead now)
Commiting updates to holdtype source anims
Reduced log thickness on building pieces. Replaced frame meshes. Reworked materials for building pieces. Reaplaced nighttime LUT image. Some things may be ugly.
Added initial player pickaxe deploy anim
updates to player pickaxe idle & attack anims
updates to torch player anims
Basically done a massive rewrite of the Half Edge Mesh system. Not yet finished just a few things left.
It will then be a lot easier to extend it for the road system instead of bodging it.
Added AimAtCamera and DrawAimLine to PlayerModel scene
Tweaked Player model lookat IK
Merge from /main/shinyspherelp
Added intro text and transparency to combo notification.
Merge from /main/shinyspherelp
Included file deletions and moved files.