19,298 Commits over 1,614 Days - 0.50cph!
Updated to latest version of Editor Only for unit_so test scene and the template scene.
- Added WaterExenstion to pass the RenderSettings.customReflection cubemap to the Water shader.
- Reimported SF
- Moved World/Weather/Season managers to a new prefab and updated game_bootstrap scene
Removing ExportedObj folder from plastic
More Water shader updates. Updated river and lake assets for island_large1
- Added a NavAgentSlowTrigger script to slow down Agents when inside trigger volumes (river crossings)
- More shader and scene updates
- Fixed some issues with GroupsAgentMoveTo
Nuking A* Example assets.
Scene updates apparently.
- Re-exported trees with new variants.
- Updated FilmingControl script to automatically handle CameraPaths.
- QB Tool preset tweaks.
- New camp assets.
- Scene updates
Fixed performance issues on TerrainWeatherExtension
Added lightweight TerrainWeatherObject component; has to be added to any obj affected by weather
Fresh native navmesh bake on island_large. Prefab updates
Mostly prefab updates. New spiked wall exports.
- Added some utility animation controller scripts for filming
- Tweaked shot 1 paths
- Added Eagle asset and animations
- Updated TOD
- Added a DOF control script to FilmCamera prefab
- Tweaked SkyDome settings to hog CPU less
- Moved some utility scripts around
Fixed OnDrawGizmos error in GroupAgentsMoveTo
Cleaned up all scenes and updated Main Menu with a new background.
Added latest theme music
Backup commit of an initial working version of the grass system (do not use yet)
Added TerrainMeta to all terrains
Updated to b12. Some building prefab changes.
Updated custom standard/universal-based shaders for b12
Removed obsolete legacy terrain shader
Added MegaFriers back in for some deformation tests
Forced asset serialization to text mode, which will help in the long run... http://i.imgur.com/fFY2Na7.png
Removed ShaderForge + added it to ignore.conf
Forgot to ignore the ShaderForge folder meta files as well
Fixed compilation issues in OGL; possibly other platforms as well
Added built-in standard/universal cginc dependencies to avoid surprises in the future
- Some /Content cleanup
- Added HumanMale@Rafting (with asset included)
- Added deformable ocean test scene
Updated eagle anims & mesh fbx (skinning still needs tweaking)
Made scenes a bit smaller
Kept TerrainMath from serializing until I find a better place to store its data
Fixed some minor grass color issues
Reworked the scene save and load structure so we no longer have _runtime duplicates for all our scenes. Added DestroyOnAwake script (must sit on the EditorOnly object in scenes)
More scene size fixes (everything from our end is now fixed)
Fixed standalone build error in SceneAsset
- Removed CameraPath3
- Added Cinema Director Suite
- Made SeasonManager a lot more efficient
Refactored TerrainMeta / TerrainSkin and TerrainMath baking process
Cleaned up scene loading for the new approach so that we no longer delete and reload an already loaded scene.
- Renamed some group perfabs.
- Nuked old template scene because it's no use to anyone.
- Some FilmingControl updates
Fixed Unit_Human not being selectable
Fixed Sabertooth Unit View prefab and group data
island_unit_so_test_trefall updates with new Navmesh. Added some debug helpers to GroupController
Added timing utility class
Fixed heightmap encoding (is stored normalized in the texture)
Made normalmap use a bit less memory (no longer store x in alpha)
Enabled map decoding at terrain load