242,831 Commits over 3,867 Days - 2.62cph!
Made atmosphere render in scene view even if the game view uses the atmosphere / aerial perspective image effect
[war] can spam right click to give more explicit instructions
[war] debug text when selecting single soldier
Reverted GlobalFog to the default import (aerial perspective is now its own image effect)
Fixed water writing to depth on Windows
Reverted water breaking changes
[war] tweaked gun throwing behaviour
Time of Day update to 3.0.0 prerelease 5
[war] fixed soldiers not picking up guns
- Cleaning up and re-organising /Content
- Updated TOD and Water
- Player Camera prefab tweaks
Trying synchronous reflection probe updating to see if that fixes the reflection probe issues
Tweaked water material reflection intensity
Time of Day update to 3.0.0 prerelase 4
Added native support for aerial perspective
Made aerial perspective depth calculation physically based
Allows for fog that is unrelated to aerial perspective
Combined sky and ground passes into a single pass
Cleanup & files for Diogo
Windows uses premake5 + VS2013
Added Raknet source (gulp)
Slightly toned down the dreamlike bloom.
Undone maxunack checks (should fix client input freeing)
[war] refactored some of enemy AI
AI now remember their current action's score.
rigged the sawed off shotgun and started animating it.
Fixed that underwater image effects looking insane (mostly caused by very bright height fog)
Updated water to latest version
Fixed water shore fade and refraction
Merged changes from main.
Hacky biome and topology map loading for TestLevel
Removed fake CanSleep check.
Animals now sleep in the woods instead of directly on their spawn point.
Sleeping animals are no longer disturbed by resource nodes.
Made monuments block other stuff from from spawning inside them as well
NPC now flinch when attacked.
Fixed NPC animation state.