243,140 Commits over 3,898 Days - 2.60cph!
AI context map extensions
ignore configing some plugins
More forest ground clutter, new temporary tree leave texture technique files.
Fixed petur's floating ghost man problem
think i messed something up when adding in Archaerology, hopefully did it properly this time
tweaked the hatchet animations
made some improvements to the bolt rifle animations
More AI tests, ideas and prototypes
Changed OS X fullscreen mode to hide dock and menu bar
Some AI tests, ideas and prototypes
added sounds to some of the view models
finished the new flare animations
Re-Added F2 menu (HTML based)
Fixed laoding menu overlay
Added reload styles button
temporary styles for server list, loading screen
WIP MenuScene. ++ SceneMate, Shaderforge third party.
Fixed client compiling errors
LODs, heirachy groups
Made cullgrid for procedural map smaller
hide modals when changing screens (like, changing to load screen)
hide disconnect, continue pending internals
Player model culling LODs
Fixed "Unsupported build setting: cannot build headless development player"
Updated UnityEngine.dll that plugins use
Updated project settings
Accidentally left the dev bar out
Language flags
Fixed angular unsafe'ing URLs
I think this bit of bullshit in the error reporting is crashing Linux
Mushroom, mushroom, mushroom, mushroom.
Added flare meta files
Disabled automatic flare fbx material import
Fixed grass being white after its first generation
Slightly reduced maximum wind bending
Obsessed needlessly over code layout
Added grass layer
Grass uses later of spawner object
Grass no longer rendered in reflection
Tweaked grass
- Added vertex coloring
- Color fading between splats
- Color randomness
- Wind based on color (encourage blade seperation)
- Grows 2 meters underwater
- grass atlas is now greyscale