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tweaked 3rd person look up/down animations so they more closely match 1st person
Automated Linux DS Build #169
Automated Linux DS Build #168
Automated Windows Build #168
Automated Linux Build #168
Possible fix for post processing shaders not working properly on Linux/OSX
Automated Linux DS Build #167
Automated Windows Build #167
Automated Linux Build #167
- Added new build to Spaceshooter folder
- Deleted old spaceshooter folder
Touching these models that unity is compressing from 15kb to 1.5gb for some reason
- Weapons are now automatically made the active weapon when you buy them
- New saves default to having 1 nut to spend at the shop in town
- The mission reward screen in town now notifies you everytime you return to town with spare nuts
- Splash and title screens updated with BG and logo
Updated lashlight beam to use new beam shader features
Enabling low compression on all our meshes to see what happens
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bind second argument doesn't need quotes
fixed 3rd person weapon alignment so it matches where the 1st person is pointing
Added world based beam shadow; shadow intensity control for both animated and world
merging dungeons LODing and rocks optims / mesh compression to pre-release
Fixed beam shadow uv tiling issues with variable beam length; now world scaled
Replaced planar fade strength with actual angles; more intuitive
Third party meshes now use mesh compression
All dungeons meshes now use mesh compression (even previous monuments)
Cowboy - portrait anim source files
Fixed a lot of death / respawn bugs. Started on util for VM placement.
More distance tweaking, autospawn and dungeons
Added lodgrid convar (editor-only, pauses LODing if false)
Enabled vertex compression in player settings
Mesh batching for static quarry and pumpjack
Don't network spectating players
Decor autospawn rock distances adjustments
DSE debug displays desired result condition in log
GrassParams boilerplate for grazing and cover weights
Added Water GraphicsOption
tweaked lava materials and shaders, adding in mushrooms, turned off shadow casting on many objects
Rocks compression
Dungeons rocks LOD distance adjustments
Individual visual settings can be changing mid game
Big batch of dungeons LODs and drawcalls reduction
Added frame construction socket type
Updated wall frame / double door prefab sockets
Fixed prefab ID on metal double door