127,271 Commits over 4,109 Days - 1.29cph!
Made beartrap, furnace, sleepingbag craftable
Added railing component (low wall)
Disabled PVT by default on Procedural Map, moving to a test scene for now
Fixed Amplify Motion shader compilation errors on d3d11_9x target
fixed hole in neck player mesh issue
Foundation first draft, fixed wall collisions set to trigger.
Added rigidbody to socket_handle
Added foundation conditions
Bolt rifle material rename and tweaks. No longer uses skin shader.
Particle Dictionary - cache prefab names (speed)
Added dymanic znear
Turn construct vision off when not holding a planner
Hide debug building skin squares
changes to pickaxe world model. Added quick hammer world model.
finished the crouch/jog/run animations for the player holding a bow
Fixed the terrible night stars.
Properly fixed the night texture (don't modify stuff in Third Party, use the duplicate material so that we can update without worrying)
Fixed forest 4 tree 4 enjoying himself some post billboard fade invisible time
Print confirmation when RCon is started
Fixed terrain quality not being applied on initial scene load (Performance++)
Changed spawn handler to have a density (# per km^2) rather than a fixed number per population
Added AimAtCamera and DrawAimLine to PlayerModel scene
Tweaked Player model lookat IK
updates to torch player anims
updates to player pickaxe idle & attack anims
Reduced log thickness on building pieces. Replaced frame meshes. Reworked materials for building pieces. Reaplaced nighttime LUT image. Some things may be ugly.
made some tweaks to the player + rifle animations (they should be pointing straight ahead now)
Tweaked PVT; added TestProcedural_PVT map
Added debug mode to PVT_Control; shows either diffuse, normal, shaded normal, height or gloss
tweaked the rifle animations so they jive better with the Unity IK system
Set daytime shadow strength back to 1.0 and adjusted lighting to compensate. Should result in better lighting for interiors.
fixed some errors with some of the animations missing the l_prop / r_prop bone. Fuck Dat shit YO
Updated tonemapping, some post FX tweaks and TOD settings. Added script to update water reflection color from TOD ambient light.
Minh Le vs Unity IK system. Round 2
TOD settings tweaks. Tweaked daytime color grading LUT. Camera post tweaks.
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)
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++
Added furnace V2, new fire emission shader, updated campfire and related assets to work with new shader. Updated prefabs for furnace and campfire...
Added "renderbox" scene used for general shader setup and icon screenshotting
Toggled TOD_Time back on ;)
Fixed PVT issues on OSX, except aliasing caused by missing aniso filtering
crouchwalk/jog animations for when the player is holding the hatchet
Sky prefab saved again to see if it fixes perma-night issue...
Backup committing a view model shader and some lantern files.
Fixed Furnace guide prefab having collisions.