244,576 Commits over 3,898 Days - 2.61cph!
Rewrote the screen reflection shader to be a bit less insane.
Fixed time/date not progressing
Small fix for the super spec hammer.
Removed old replay system, added support for players, ball and effects
Made the menu scene 16% more interesting.
Reverted terrain shaders back to specularity, instead of specular color, for terrain; saves ALU + saves storage + no metals; this time it's final
Added back deferred shader override with specular micro-occlusion awareness; now globally consistent and non-destructive across other standard materials
Updated all terrain materials affected by these changes: legacy, atlas and pvt
Streamlined the screen reflection shader so that it doesn't branch when testing if the screen can be reflected.
Added a `Scale` field to CabinetScreen that controls the size of the virtual CRT display after projection on its sphere.
Some performance related tweaks.
Streamlined the screen reflection shader so that it doesn't branch when testing if the screen can be reflected.
Added a `Scale` field to CabinetScreen that controls the size of the virtual CRT display after projection on its sphere.
Added spawnhandler stuff to report command
Reverted insane change in Spawnable (/cc zon)
Don't show all the building component templates at 0,0,0
Fixed bear skin not having a protection property
Debug spawns and hurts when developer > 1
Animals now spawn hydrated
Upgraded BaseMetabolism.cs to use newlines
Player prioritises network updates to themselves
[block_party] smile block can turn invisible
[block_party] reworked homing fireballs
[block_party] teardrops splash on other blocks and ground
[block_party] sad block drops tears
made changes to the animalanimation script to dynamicall adjust the animals playback peed
updated the animal prefabs to use the dynamic anim playback script
fixed the "foot sliding" of the animals when they move.
fixed building block max health not showing up properly on client
Animals once again align to the terrain.
Predators are now half as common as other animals.
Experimenting with trail system
Forcing terrain shader update
Fixed green shit all over the terrain
Revered deferred shader override back to built-in; needs more work
Removed some deprecated pvt shaders and materials
Animals once again float in water.
Improved how animals avoid deep water and slopes.
Starting metabolism values are no longer hard coded.
Merge branch 'master' into ovr
Conflicts:
GameAPI.Unity/ScreenReflector.cs
Unity/Game/Assets/Scripts/ClickToPlayTest.cs
Unity/Game/Assets/Scripts/Entities/Player/PlayerController.cs
Unity/Game/Assets/Shaders/ScreenReflect.cginc
roof shingles textures, temporarilly assigned to slanted block for preview
Screen reflections are now anti-aliased.
Slight tweak to cabinet normal map.