127,739 Commits over 4,109 Days - 1.30cph!
Skinned colliders can no longer be convex
Fixed potential headshots creating an error
Fixed a bunch of compile warnings
Re-organised prefab folder
Everything that autospawns should now be in the autospawn folder
protocol++
Added safe error handling when a grass patch uses too many vertices
Changed ambient occlusion image effect order
Time of Day update to 2.1.2 prerelease 2
Disabled fog in horizon clouds
Updated sky prefab (smaller clouds, slower wind speed)
FIxed player skin being shiny as balls at night
Mesh colliders for animals
Fixed animal pink skins
crouchwalk and jogging animations for the player holding The Rock. Can you smell what Dwayne Johnson is cooking?
Swapped UI rendering back to how it was, this new way kills frame rate
Fixed situations where the grass patch mesh could reach the per-mesh vertex count limit
Fixed all decor not spawning
Fixed remaining PVT issues on OSX/GL; port to u5 is complete
Updated PVT terrain shader to match recent changes to fallback
Fixed amplify motion shader errors
Removed unused AM shaders for now
Scaled back on pagesPerFrame
Fixed player model not playing walk animations (NaN mechanim shit)
Tweaked camera, sky
Added ProceduralSmall map
Animals now spawn everywhere (instead of just forests)
jog and running animations done for the player holding rock
Added latitude-based atmospheric blend component; only does color LUTs atm
Preparing amplify color for 2-way latitude+day-night blend
-added a workaround to a mecanim bug that was breaking the SetIKWeight function
changed the SetIKWeight animation events so it works with the Mecanim Synch layer stuff; Set up the last of the remaining weapon anims for mecanim
Time of Day update to 2.1.2 prerelease 3
AdaptiveReinhard tonemapping still broken on OS X (sorry)
Updated sky prefab and scene render settings
Deleted TerrainGenerator test scene (shit's so fast now it's no longer required)
Updated water adjustment script
added the torch and rock animations to the mecanim controller; adjusted the timings on some of the movements to lessen some of the "foot sliding" going on
Quick fix for lat-based atmospheric blend
Undone everything goosey did yesterday (fixes broken player animation, sorry dude)
Labelled player animations with "PlayerAnimations"
Made sure all player animations were using the RustPlayer avatar
Made ikWeight use animation curves instead of calling SetIKWeight
Updated ore textures (this should really be done by an artist, but I think we might replace the meshes altogether?)
Set scene ambient to hemisphere (seems to fit better overall, especially since the terrain still uses legacy shaders)
Player spec map (fudged, workable)
Disbale error logging in editor (crash, freezing etc)
Skinned meshes update their bounds on demand instead of every x seconds
Fixed warning in PlayerInventoryAnimation because of missing ikWeight param
Disabled Am auto register objects
Fixed shadow caster; was writing to camera depth
Optimized some getcomponents in AM
Fixed possible NRE in AIBody
Client network connection will skip out if too much time has been spent processing packets
Fixed water not having reflection/refraction
Removed SetIKWeight references
Profiling Stuff
Fixed FakePhysics running clientside (perf)
checking in all the fbx files now (tested that everything works so far), in case i break something later on when i change the player anim controller.
Adding models and textures for hazmat set. Still needs weights, but LOD are done.
Fixed WaterUpdate NRE's (probably)
Adding basic tshirt. LODs done, still needs weights.
Made sure all the fbx files are not importing any materials and they're using RustPlayerAvatar; set up the various parameters for the pistol/rock/torch anims
Additional shaders for clothing
Upgraded project to unity5b2
Added Atmospheric Blending; superset of BlendLUT doing temporal conditions across multiple latitudes/biomes
Fixed AM vector rendering code
Cleaned up Atm Blend and replaced BlendLUT in Main Camera prefab
Made animals rigidbody-free (hyper fast but makes them not-move in the test level and ghost through foundations)
Backup committing a few lookup tables.