107,954 Commits over 3,867 Days - 1.16cph!
Some AI tests, ideas and prototypes
added sounds to some of the view models
finished the new flare animations
Re-Added F2 menu (HTML based)
Fixed laoding menu overlay
Added reload styles button
temporary styles for server list, loading screen
WIP MenuScene. ++ SceneMate, Shaderforge third party.
Fixed client compiling errors
LODs, heirachy groups
Made cullgrid for procedural map smaller
hide modals when changing screens (like, changing to load screen)
hide disconnect, continue pending internals
Player model culling LODs
Fixed "Unsupported build setting: cannot build headless development player"
Updated UnityEngine.dll that plugins use
Updated project settings
Accidentally left the dev bar out
Language flags
Fixed angular unsafe'ing URLs
I think this bit of bullshit in the error reporting is crashing Linux
Mushroom, mushroom, mushroom, mushroom.
Added flare meta files
Disabled automatic flare fbx material import
Fixed grass being white after its first generation
Slightly reduced maximum wind bending
Obsessed needlessly over code layout
Added grass layer
Grass uses later of spawner object
Grass no longer rendered in reflection
Tweaked grass
- Added vertex coloring
- Color fading between splats
- Color randomness
- Wind based on color (encourage blade seperation)
- Grows 2 meters underwater
- grass atlas is now greyscale
Fixed HTML UI being invisible on OS X and Linux
It might still be pretty buggy on those platforms, but at least not invisible and buggy
new animations for the flare
Replacing menu with HTML Menu
Grass randomizer
http://files.facepunch.com/garry/2014/May/29/1401374821.jpg
http://files.facepunch.com/garry/2014/May/29/1401374860.jpg
Defer digestion, update @ 20fps (prevents server refresh lag)
Hide the in game UI when in game (for now)
There seems to be a naming bug in those prefabs, Unity fixed it on library recreation
Added translate for "back to menu" buttons, updated classes on server modal buttons