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105,872 Commits over 3,806 Days - 1.16cph!

10 Years Ago
crouchwalk/jog animations for when the player is holding the hatchet
10 Years Ago
Fixed PVT issues on OSX, except aliasing caused by missing aniso filtering
10 Years Ago
Toggled TOD_Time back on ;)
10 Years Ago
Added "renderbox" scene used for general shader setup and icon screenshotting
10 Years Ago
Missed a bit.
10 Years Ago
Added furnace V2, new fire emission shader, updated campfire and related assets to work with new shader. Updated prefabs for furnace and campfire...
10 Years Ago
F2 menu debug for osx
10 Years Ago
Torch light tweak
10 Years Ago
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++
10 Years Ago
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)
10 Years Ago
TOD settings tweaks. Tweaked daytime color grading LUT. Camera post tweaks.
10 Years Ago
Minh Le vs Unity IK system. Round 2
10 Years Ago
Updated tonemapping, some post FX tweaks and TOD settings. Added script to update water reflection color from TOD ambient light.
10 Years Ago
fixed some errors with some of the animations missing the l_prop / r_prop bone. Fuck Dat shit YO
10 Years Ago
Set daytime shadow strength back to 1.0 and adjusted lighting to compensate. Should result in better lighting for interiors.
10 Years Ago
tweaked the rifle animations so they jive better with the Unity IK system
10 Years Ago
Added debug mode to PVT_Control; shows either diffuse, normal, shaded normal, height or gloss
10 Years Ago
Tweaked PVT; added TestProcedural_PVT map
10 Years Ago
made some tweaks to the player + rifle animations (they should be pointing straight ahead now)
10 Years Ago
Minor prefab fixes
10 Years Ago
Reduced log thickness on building pieces. Replaced frame meshes. Reworked materials for building pieces. Reaplaced nighttime LUT image. Some things may be ugly.
10 Years Ago
updates to player pickaxe idle & attack anims
10 Years Ago
updates to torch player anims
10 Years Ago
Added AimAtCamera and DrawAimLine to PlayerModel scene Tweaked Player model lookat IK
10 Years Ago
Changed spawn handler to have a density (# per km^2) rather than a fixed number per population
10 Years Ago
Fixed terrain quality not being applied on initial scene load (Performance++)
10 Years Ago
Print confirmation when RCon is started
10 Years Ago
Fixed forest 4 tree 4 enjoying himself some post billboard fade invisible time
10 Years Ago
Properly fixed the night texture (don't modify stuff in Third Party, use the duplicate material so that we can update without worrying)
10 Years Ago
10 Years Ago
Fixed the terrible night stars.
10 Years Ago
10 Years Ago
finished the crouch/jog/run animations for the player holding a bow
10 Years Ago
Foundation update
10 Years Ago
changes to pickaxe world model. Added quick hammer world model.
10 Years Ago
Added dymanic znear Turn construct vision off when not holding a planner Hide debug building skin squares
10 Years Ago
Particle Dictionary - cache prefab names (speed)
10 Years Ago
Bolt rifle map changes
10 Years Ago
Bolt rifle material rename and tweaks. No longer uses skin shader.
10 Years Ago
Added foundation conditions
10 Years Ago
Added rigidbody to socket_handle
10 Years Ago
Foundation first draft, fixed wall collisions set to trigger.
10 Years Ago
fixed hole in neck player mesh issue
10 Years Ago
Disabled PVT by default on Procedural Map, moving to a test scene for now Fixed Amplify Motion shader compilation errors on d3d11_9x target
10 Years Ago
Made beartrap, furnace, sleepingbag craftable Added railing component (low wall)
10 Years Ago
Minor tweaks to the terrain generator configuration
10 Years Ago
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10 Years Ago
Enabled procedural virtual texturing in TestLevel_PVT (fully enabled) and Procedural Map (toggle in terraingen) scenes
10 Years Ago
Added end caps to wall, window, door components
10 Years Ago
Merged procedural virtual texturing