202,350 Commits over 4,171 Days - 2.02cph!
Rendering basics implemented.
Can place foundations on rocks
Reorganized the decor spawn systems
Added terrain anchor script that can be used to define terrain requirements for spawning a certain object
Added list decor spawn type to spawn all objects from a list once
Added test wolf monument to the procedural map
Started work on using a pool of GameObjects to render sprites.
Fixed some decor system and spawn filter fuckups
Made monuments spawn on server as well
Scene2Prefab: If only one root prefab in scene, make it the root of the prefab
Should fix unofficial servers showing as official
Fixed player model appearing to be falling when standing on edge
Fixed monuments aligning to terrain normal by default
Refactored & cleaned up decor spawn system
Changed TerrainAnchor to use interpolated terrain height
Tweaked lower pvt runtime configs; sorted base map bug; added base shader to nature/terrain/diffuse-pvt
Lower gun when running, jumping, swimming
finished the remaining jog/run animations for the player holding the hatchet
Fixed server compile error (minimal hotfix, there should probably be more of the view model code in #if CLIENT)
Fixed water not working proper
Implemented basic untextured sprite rendering.
Prefabbed the other animals
Made animal model sets share an avatar
Changed animal max texture size to 4096
Textured sprite rendering now works, although pixels seem out of line.
Added simple controls test.
cleaned up a bit, switched to character controller
Changed MeshToBoxCollider to SetupAIObstacle (no longer offers option to convert to box collider)
Made some preprocessing / parameter scripts auto-destroy on instantiate
Some lantern and light source related files.
Removed garbage collect calls from terrain generator (I feel like we should have a policy to only call those from a single place)
Fixed wolf monument having some crazy offset relative to its root, clipping it into whatever is in its way
Made the night time sky silhouette a bit more visible and less disorientating.
Some improvements to the BudgetBoy API.
Unity Pro image effects update to 4.5.3
Sweeping terrain color changes to, among other things, get rid of the large dark brown spots. Made the grass behave better with color overlays. Toned down the AO a bit.
Fixed terrain anchor check extension method and added overload without explicit position and rotation
Replaced TransformEx.GetComponentsInChildrenEx with Transform.GetComponentsInChildren(includeInactive = true)
Added *.pdb.meta to ignore.conf
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Implemented correctly colored radiant light from cabinet screens.
Now using Graphics.DrawMesh for sprites.
Sort item list by name in editor
Tweaked sun directional light bias (might lead to flickering again?)
Changed how construction socket strings get pooled
BuildingBlock now derived from WorldItem, can have item associated
Added door (testing, no locking yet)
Refactored TerrainMeta (so... many... changes...)
Implemented simple animation system.
Hammer now swings properly
Building is no longer instant again
Building effects (placeholder)
Added player pickaxe anims for deploy / holster
crouchwalk/jog animations for player holding grenade
Fixed internal compiler errors in unity.
Reverted sun light (too much flickering)
fixed some errors with the bear's fur material; renamed the animals to LOD0
-added LOD groups to the animal entities.