127,195 Commits over 4,109 Days - 1.29cph!
Switched from table to bootstrap grid server listing
Added translate for "back to menu" buttons, updated classes on server modal buttons
There seems to be a naming bug in those prefabs, Unity fixed it on library recreation
Hide the in game UI when in game (for now)
Defer digestion, update @ 20fps (prevents server refresh lag)
Grass randomizer
http://files.facepunch.com/garry/2014/May/29/1401374821.jpg
http://files.facepunch.com/garry/2014/May/29/1401374860.jpg
Replacing menu with HTML Menu
new animations for the flare
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
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
Added grass layer
Grass uses later of spawner object
Grass no longer rendered in reflection
Fixed grass being white after its first generation
Slightly reduced maximum wind bending
Obsessed needlessly over code layout
Added flare meta files
Disabled automatic flare fbx material import
Mushroom, mushroom, mushroom, mushroom.
I think this bit of bullshit in the error reporting is crashing Linux
Language flags
Fixed angular unsafe'ing URLs
Accidentally left the dev bar out
Fixed "Unsupported build setting: cannot build headless development player"
Updated UnityEngine.dll that plugins use
Updated project settings
Player model culling LODs
hide modals when changing screens (like, changing to load screen)
hide disconnect, continue pending internals
LODs, heirachy groups
Made cullgrid for procedural map smaller
Fixed client compiling errors
WIP MenuScene. ++ SceneMate, Shaderforge third party.
Added reload styles button
temporary styles for server list, loading screen
Re-Added F2 menu (HTML based)
Fixed laoding menu overlay
finished the new flare animations
added sounds to some of the view models