243,524 Commits over 3,898 Days - 2.60cph!
Fixed server compile error
Holosight reticle now uses an unlit mesh for the ring sight instead of an alpha masked texture
Switched the ambient forest sounds to be uncompressed - this should solve the issue of global lag spikes when the crickets->birds transition happens since unity 4.5
Some more shader fixes and tweaks
Made trees use the new billboard textures
Added missing billboard texture meta files
Shader refactoring
Enabled layer mask blending for the procedural terrain
Fixed normal + height textures not being properly preprocessed on import
-tweaked the vertex weighting on the wolf; added a growl animation
LOD billboards for forest type 3
Fixed unused variable warning
Skinned hands & lods, imported head & feet into one central source file. Starting to make lods for feet.
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