243,203 Commits over 3,898 Days - 2.60cph!
- Changed new playership model to be on the Player layer so effects are culled correctly
- Map now has controller input
- Changed level names
- Map closes when loading a new area
* added new torso and head fbxs
* added the new prefab
* replaced the player 1 skin textures to match the new mesh uvs
* updated the playerskin 1 material
* deleted old playerskin1 textures
- Added LevelTracker component to move scene tracking from GameManager
- Portal now uses new map/navigation screen
- New navigation screen now functions (needs controller input next) and loads levels using new level swap calls
Added appid files for other platforms, removed dev bat files.
Added refresh to tree mesh script context menu
Added offset to tree mesh
Added timings to all prefab refresh options
Metal skin tier LODs and setup in prefabs
added new bush_walls, need to light
Cleaning up wall placement code a bit, pieces in each wall section are now distributed properly using spacing value from Building prefabs
First pass at beartrap sounds
Fix hilarious doppler effect issue on speeding deer footsteps
Cleaning up unnessecary construction renderer scripts alerting the console
~~ Fixing missing meshes errors for the previous 3 skins
Stone skin tier LODs and setup in prefabs
Wood tier wall block LOD distance tweaks
improved the 3rd person animations when player holds a rock
Wood skin tier LODs and setup in prefabs
added bush and foliage textures/shaders to test court scene, adding bush walls around edge of court
Improved normal encoding for transmissive surfs
Improved semi-auto terrain mesh blend; now independent control over distance and steepness blends, height masked, follows mesh normal, etc..
Fixed always hitting temp register issues at every corner by refactoring terrain shader code
Added proper atlas set names to override splat selection; also fixed overrides
Twig skin tier LODs and setup in prefabs
Most recent build, added OSX build.
Re-enabled ambience sounds by default (gulp)
Time of Day update to 3.0.1f2
More skin variations
Fixed bluehair syndrome
Fixed some arms on some viewmodels using the wrong material
- Cleaning up some of the World/Zone readying coroutines that were causing some hangs when loading from an existing subscene directly
- Tinkering with wall placement in PlayerBuildingControls
merge from building_skins2 - ~skins dirt accumulation and other fixes
Updated some image effect shader syntax
Time of Day update to 3.0.1
Added aerial density and fog color to climate blending
FOR FUCK SAKE playership PSD
fixed the scaling on the water footsteps
Fixing end corners spawning into adjascent pillars/walls
Arrows are cheaper and you get 2 per crafting session
2 shotgun shells per crafting session