201,587 Commits over 4,171 Days - 2.01cph!
Working on some particles
Trimmed unused data from SPM's. Stopped rendering subterranean trunks on ground foliage. Neutralized all ST's for seasonal tinting.
Gave the foliage a base tone and hue variation value. LOD bias set to 1.
Fixed lighting bug on old pines. Palms move in a more palmy fashion.
Added the missing prehistoric stubby trees. Crossfade on some LODs.
Fixed a couple of branches being clipped on the stubby tree LODs.
Palm and stubby cull distance.
Added ability to clear the console by right-clicking on the toggle button.
Fixed clearing the console and a possible error while testing in-editor.
emmisive open and closed textures
Removed colliders from rock prefabs, tweaked bird flock script, prefab tweaks
Vector2f.Normalized will now return a zero vector if the length of the original vector is too small for a non-NaN result.
Merge branch 'deploy' of ssh://github.com/Facepunch/arcade
Post-build deployment, GUID: c8ef37ff-4446-4332-a2f6-d4962f4d043e
Made Parallel.For work properly with non-power-of-two index ranges
Re-enabled threading in-editor (update to b13 if you want to run the terrain generator)
Fixed DDraw not drawing colours
Block pinning experiment
- Updated FoliageGroup ScriptableObject with bools for tinting different materials by name template (leave/frond/branch). Removed evergreen option (leave all tints unchecked).
- Disabled folage HueVarition tinting in BiomeManager
- Made Biome.Seasons list public since it refused to save.
Changed terrain edge falloff distance to absolute world units to get rid of super steep terrain edges with smaller terrain sizes
Added the cliff texture to underwater splat mapping
Enabled terrain map post-processing
Tweaked some decor densities that have been somewhat off due to the weekend changes
Disabled terrain generation threading in-editor again (still seems to be unstable from time to time)
Protocol++ (network + save)
Working out a better way to build.
Made instantiating smart object behaviors slightly more robust.
Added duplicate of island 1 for focused work on deer scene
Added GroupAgentsSPeedModifier helper to minipulate agent speed when running
Added some felled pine meshes
Added LightLOD component to lanterns, campfires and furnaces
Fixed lantern and cupboard being pink on b13
some chicken anims for walking / eating.
Increased shadow bias as far as possible without disconnecting it from walls at sunrise and sunset
Added toggle to always refresh grass patches, no matter if they moved or not (for editor tweaking)
Player metabolism is now sampled and remotely logged.
fixed a bug with the 3rd person melee animation blend going from stand --> run.
fixed the bug with the crouch --> run transition creating multiple footstep sounds/effects.
fixed a few more cases of the footsteps being played multiple times.
New single and bare savannah trees. New bare tall pines. New berry bushes. Tweaked wind motion on all trees and bushes.
added janky platforming base
Added levelSize to Messaages.Approval
Changes from generate.bat as requested by Andre
Made changes to the player shit.
Unstable blocks fall
Show block stability tooltip
Merging structural integrity experiment into main
Strip TreeMesh from server builds
Added settings for BiomeArid, FoliageAridTrees. inalnd_arid_1 ready for gameplay. Stopped WeatherControlls being init-ed by default (context menu on WeatherManager)