108,612 Commits over 3,867 Days - 1.17cph!
Some more shader fixes and tweaks
Made trees use the new billboard textures
Added missing billboard texture meta files
Shader refactoring
Enabled layer mask blending for the procedural terrain
Fixed normal + height textures not being properly preprocessed on import
-tweaked the vertex weighting on the wolf; added a growl animation
LOD billboards for forest type 3
Fixed unused variable warning
Looting window works (kinda)
Added masked-blend layer terrain cginc + sample shader; _normalterrain map pre-processor
Menu popup animation
Refactored Menu
Moved crafting window to far left
Fixed dragged items being behind menu
Fixed camera far clip plane
Put forest 3 tree and decor prefabs on world layer
World fog tweaks, underwater fog volume now also visible if looking down at water
Added 2D version of the move to target script
Forest 3 tree prefab tweaks
Added billboard materials for the rest of forest 3
Changed terrain texture tiling to 5
Made all of my shaders use tabs instead of spaces
Changed terrain fallback shader
More snow stuff. Brrrrrrr.
Cleaned up masked-blend shader, optimized a little bit, removed height-based sorting to depend on splat order; updated test material
Patched lighting on masked-blend layer terrain shader; tweaked test material
Added experimental masked-blend layer terrain shader; sample normal+height maps
Removed high frequency texture sample from terrain base map shader
Tweaked adjustable range of the terrain base map distance
Tweaked fog density
Terrain mesh blending shader update
Added parameter to let grass mesh scale be affected by splat intensity
Some procedural generation refactoring
finished the new wolf model
Moved directional fog into cginc file
Added custom terrain base map pass (faster than full pass but still okay looking)
Deleted multipass terrain shader (no need to keep legacy shit around)
Added belt selection keys to bindings (instead of hard coded to 1234 etc)
HTML inventory menu is functional enough to enable by default
Build a proper release version of the dedicated server
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)
Wearables/Beltbar hooked up to HTML ui
Made items draggable, item slots droppable
Items are now added to array by slot number
glue.js switches the screen to ingame and opens inventory in chrome
Fixed JQueryUI fucking up drag positions with page zoom enabled
Fixed custom terrain shader fog incorrectly handling the case for no fog
Made fog type configurable per-material (the inspector for this sucks, but it does the job for now)
Fixed viewmodel animation trigger errors
Fixed player inventory errors
Ignore empty console commands
Split up client network cycle, to aid debugging
Don't allow connect multiple times
Added server.secure convar
Improved some awfully flat looking ground textures.
Fixed players being able to die when dead
Removed more debug output