202,078 Commits over 4,171 Days - 2.02cph!
Added placeholder level models for all building components
Made placeholder building level textures slightly less shitty
Fixed building guides being invisible
Added a buttload of unused substances
Added dedicated text rendering rather than using the Sprite system for each char. Not hooked in to the Text class yet.
Fixed player not rotating at all
Fixed player rotations not networking when standing still
Fixed rotation lerp not working
Added small mountains back to the temperate biome (experimenting a little)
Protocol++ (network + save)
Time of Day update to 2.3.0 prerelease 2
Finished new text rendering system, emulator graph now plots in kbps (with a default target line of 20kbps).
UnityMaterialPropertyBlock instances are now pooled on disposal.
Started work on documentation generation, abstracted the code gen helper class and started a HTML implementation.
Fixed BindingsGenerator not compiling.
Wrapping up for the week.
NavAgentMoveRandom has the option of doing random movement in the radius of it's parent or of itself (if parent == null).
When kicking a user due to EAC, mention that in the reason
changed the timings on the view model weapons so they detect impact sooner
Fixed NRE in TickAttackTargetAction
Hopeful fix for bindable instance wrappers that inherit from other wrappers not having all members bound.
fixed bolt rifle clipping during the attack animation
Added Wind Main to atmospheric blend; updates at very low freq due to tree anim reset
First version of proposed new terrain shader (no snow yet) based on U5 universal shader
Mesh blend shader to go with new terrain shader; also universal
Support scripts for terrain and terrain-blend objects
Removed redundant default bump-spec terrain shader added by mistake
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some more medical syringe animations.. Having trouble kicking this drug habit..
A metric ton of forest/tree changes. Still WIP, but the most glaring forest issues should be fixed. Lots of ST optimizations as well. Note: Only running a single variant per tree species, for the time being.
Cleaned up obsolete tree files.
Various forest prefab changes.
Slight tree mat and LOD fixes.
Exposed GameBase.IsScoreHighscore
Improved NavAgentMoveRandom a little. Removed some old prefabs.
Fixed Impala movement animations and tweaked controller settings
Added automatic mesh cloning to TerrainBlendObject; fixes issues with multiple objects sharing same mesh
Removed deprecated normal generation code inside TerrainBlendExtension; faster initialization now
Now updating blend shader constants in edit-mode when changes happen in TerrainBlendExtension
Added controllable tint per splat TerrainBlendExtension.Instance.SplatN_Tint variables (auto udpated by TerrExt)
Cleaned up parts of terrain blend shader code; now reusing more code for both terrain and mesh cases
Proposed Standard Terrain shader now also works without TerrainBlendExtension component added to terrain object
Fixed bug in HardMix splat blending causing some bad transitions; now much closer to original linear blends
Improved HardMix curves by fetching bicubic control sample instead of average control
More highpass textures. Island1 updates. Removing some old utility scripts.
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Fixed some clipping and seam issues on the Hazmat jacket. Added Small Stash models, mats, and prefab.
Less crazy god-rays during night time.
Giving directional fog another chance at life, now that we have fogged water reflections.
[ultimate_soldier] think i finally fixed bodies overlapping walls
Made god rays utilize depth values again (Petur... stahp)
Time of Day update to 2.3.0 prerelease 3
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Fixed albedo/diffuse blending
Fixed Splat Tints and UVMIX shader params not set on the global scope; required by BlendWidthTerrain shaders
Added terrain-mesh blending of diffuse and specular colors
Now saving a reference mesh to keep sharedMesh updated with latest import; ATM requires manual disable/enable component to update
Fixed customMesh not getting serialized
Tinkering with WorldManager and SeasonManager
Fixed terrain blend seam transitions; per-vertex normal just didn't cut it, brought back terrain normal map initialization
Added grabTerrainDiffuse toggle to terrainBlendObject; uses terrain diffuse across the entire surface but still blends the normals
Added reload mesh button to terrainBlendObject inspector