127,271 Commits over 4,109 Days - 1.29cph!
Tweaked camera, sky
Added ProceduralSmall map
Animals now spawn everywhere (instead of just forests)
jog and running animations done for the player holding rock
Added latitude-based atmospheric blend component; only does color LUTs atm
Preparing amplify color for 2-way latitude+day-night blend
-added a workaround to a mecanim bug that was breaking the SetIKWeight function
changed the SetIKWeight animation events so it works with the Mecanim Synch layer stuff; Set up the last of the remaining weapon anims for mecanim
Time of Day update to 2.1.2 prerelease 3
AdaptiveReinhard tonemapping still broken on OS X (sorry)
Updated sky prefab and scene render settings
Deleted TerrainGenerator test scene (shit's so fast now it's no longer required)
Updated water adjustment script
added the torch and rock animations to the mecanim controller; adjusted the timings on some of the movements to lessen some of the "foot sliding" going on
Quick fix for lat-based atmospheric blend
Undone everything goosey did yesterday (fixes broken player animation, sorry dude)
Labelled player animations with "PlayerAnimations"
Made sure all player animations were using the RustPlayer avatar
Made ikWeight use animation curves instead of calling SetIKWeight
Updated ore textures (this should really be done by an artist, but I think we might replace the meshes altogether?)
Set scene ambient to hemisphere (seems to fit better overall, especially since the terrain still uses legacy shaders)
Player spec map (fudged, workable)
Disbale error logging in editor (crash, freezing etc)
Skinned meshes update their bounds on demand instead of every x seconds
Fixed warning in PlayerInventoryAnimation because of missing ikWeight param
Disabled Am auto register objects
Fixed shadow caster; was writing to camera depth
Optimized some getcomponents in AM
Fixed possible NRE in AIBody
Client network connection will skip out if too much time has been spent processing packets
Fixed water not having reflection/refraction
Removed SetIKWeight references
Profiling Stuff
Fixed FakePhysics running clientside (perf)
checking in all the fbx files now (tested that everything works so far), in case i break something later on when i change the player anim controller.
Adding models and textures for hazmat set. Still needs weights, but LOD are done.
Fixed WaterUpdate NRE's (probably)
Adding basic tshirt. LODs done, still needs weights.
Made sure all the fbx files are not importing any materials and they're using RustPlayerAvatar; set up the various parameters for the pistol/rock/torch anims
Additional shaders for clothing
Upgraded project to unity5b2
Added Atmospheric Blending; superset of BlendLUT doing temporal conditions across multiple latitudes/biomes
Fixed AM vector rendering code
Cleaned up Atm Blend and replaced BlendLUT in Main Camera prefab
Made animals rigidbody-free (hyper fast but makes them not-move in the test level and ghost through foundations)
Backup committing a few lookup tables.
Colour grading for TODs and biomes.
Temporarily deactivated the slightly broken horizon clouds.
Minor spec tweaks on skin.
added pistol/rock/torch animations to the player anim_controller; fixed a bunch of timing issues. (verified that player animations are working in the "TestLevel" scene)
-fixed the ikWeight settings on several of the animations. Added a couple of extra torso flinch animations to the state machine
added a couple extra torso flinch entries to the flinch array.
improve the jumping animations (running jump looks more natural / also fixed how the landing occurs so it happens immediately when the player lands), tweaked the run animation for the rifle.
Updated the v_torch.fbx with the new torch model, also adding the new textures.
checking in the plate armor with fixes to the mesh, textures should already be up?
Updated the w_torch with the new torch and LODs.
Attempt at fixing NREs in WaterUpdate
checking in fixes for the model errors concerning the burlap trousers and shirt
Time of Day update to 2.2.0 prerelease 1