123,984 Commits over 4,171 Days - 1.24cph!
Made per-material terrain fog type selection use KeywordEnum
Had to hardcode fog type for now (terrain system has a bug that prevents it from copying material shader keywords)
Build a proper release version of the dedicated server
Added belt selection keys to bindings (instead of hard coded to 1234 etc)
HTML inventory menu is functional enough to enable by default
Deleted multipass terrain shader (no need to keep legacy shit around)
Moved directional fog into cginc file
Added custom terrain base map pass (faster than full pass but still okay looking)
finished the new wolf model
Some procedural generation refactoring
Added parameter to let grass mesh scale be affected by splat intensity
Terrain mesh blending shader update
Tweaked adjustable range of the terrain base map distance
Tweaked fog density
Removed high frequency texture sample from terrain base map shader
Added experimental masked-blend layer terrain shader; sample normal+height maps
Patched lighting on masked-blend layer terrain shader; tweaked test material
Cleaned up masked-blend shader, optimized a little bit, removed height-based sorting to depend on splat order; updated test material
More snow stuff. Brrrrrrr.
Changed terrain fallback shader
Made all of my shaders use tabs instead of spaces
Changed terrain texture tiling to 5
Added billboard materials for the rest of forest 3
Forest 3 tree prefab tweaks
Added 2D version of the move to target script
World fog tweaks, underwater fog volume now also visible if looking down at water
Put forest 3 tree and decor prefabs on world layer
Fixed camera far clip plane
Menu popup animation
Refactored Menu
Moved crafting window to far left
Fixed dragged items being behind menu
Added masked-blend layer terrain cginc + sample shader; _normalterrain map pre-processor
Looting window works (kinda)
Fixed unused variable warning
LOD billboards for forest type 3
-tweaked the vertex weighting on the wolf; added a growl animation
Fixed normal + height textures not being properly preprocessed on import
Shader refactoring
Enabled layer mask blending for the procedural terrain
Added missing billboard texture meta files
Made trees use the new billboard textures
Some more shader fixes and tweaks
Fixed server compile error
Fix being able to deploy multiple hammers etc
Stop looting if too far away
Stop looting if destroyed
Stop looting when window closed
Refactored player inventory - use enums instead of numbers
Better html zoom handling
Inventories send capacity info to html
Disable slots outside of capacity in loot menu
Moved out of game test functions to development.js
Updated CoherentUI - 1.8.3.2 -> 1.8.4.0
Made billboard shader support brightening the texture
Fixed stupid billboard shader glitch