33,402 Commits over 4,140 Days - 0.34cph!
Simplified how PlayerMetabolism is synced and saved.
Updated custom deferred lighting to avoid embedding diffuse occlusion in reflectance
Moved pvt async pre-pass render threading code to script; trying to keep mono happy
Fixed pvt not working on OSX
Animals now only partol 60% of the time.
Remade the rocks with buzzword technology. Player skin bounces photons a bit more realistically.
Disabled player metabolism logging.
first pass at creating a scene to test and balance all our materials.
Removed specular from TestLevel until petur
fixed bug with the animal attack animation playing at uber slow speed
adjusted the bear running playback rate
adjusted wolf attack animation speed
Added some Terrain samples to the shader test scene.
Renamed "occlusion" maps to "specularity"; occlusion can be embedded in specularity map now; modified atlas gen and normal gen to reflect the change
Added a specific shader test scene terrain material.
Added chickens to test level.
Swizzled atlas texture channel packing to improve compression quality for normal as well as height/blend mask
Updated terrain shaders to reflect the swizzling
Fixed the entire networking system "pissing the bed" when switching weapons
Fixed skinnedmesh collision detection sometimes "fucking up"
Fixed CameraMan rotation being "shit"
Sky & biome setting tweaks.
Made that one sad little temp snow tree not be gigantic.
tweaked some animation speeds for the animals
Rock tints for snow, sand and moss zones.
tweaked the 1st person punching animations
added 1st person anims for picking up / dropping items
added 1st person anims for walking / running
Toned down head swing/bounce effects on melee weapons
Attempt to fix MissingMethodException in AnimalAnimation.cs (cc gooseman)
Temporarily disabling MatchPlaybackSpeedToMovement because it's spitting out errors and I'm not sure it's the proper way to do it
added 1st person shoving animation/ running/ punching animations.. Can now relive my highschool experience.
Slight post tweaks and texture rearrangement.
The animals now use mecanim blend tree to synchronize their playback rate to their movement speed.
checking in the unarmed view model prefab.
Tweaked physics timings
Added client.lerp var for debug
Tweaked how Lerp works (now smoother)
Fixed shiny textures
Fixed broken/missing sand texture in TestLevel
Fixed bullet hit effects sometimes not being where you'd think they'd be
Removed/Fixed dedicated server Item.SetParent warning
Added server.save
Calling quit on the server does a final save
Fixed sleeping bag respawn sometimes not offerered when it should be
Console death message show if killed by hunger etc
Fixed backing out of cupboard area exploit
Fixed active belt icon being 'sticky'
Updated phrases
Moved camera blur effects to a sub-camera
Fixed tooltip not updating when the options changed
Fixed tooltip getting stuck on screen
Converted lock deployment method to new weapon system (can deploy using primary fire again)
Fixed stringpool collision error with RPCs
Protocol++
Fixed water refracting objects that are in front of the water
Made forests have way more grass
Protocol++
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Don't try to run unconnected player's network queue
More profiling stuff
Tweaked sky parameters to violate physical correctness a bit less