125,565 Commits over 4,171 Days - 1.25cph!
Updated water to latest version
Fixed water shore fade and refraction
Fixed that underwater image effects looking insane (mostly caused by very bright height fog)
rigged the sawed off shotgun and started animating it.
AI now remember their current action's score.
Undone maxunack checks (should fix client input freeing)
Slightly toned down the dreamlike bloom.
Cleanup & files for Diogo
Time of Day update to 3.0.0 prerelase 4
Added native support for aerial perspective
Made aerial perspective depth calculation physically based
Allows for fog that is unrelated to aerial perspective
Combined sky and ground passes into a single pass
Trying synchronous reflection probe updating to see if that fixes the reflection probe issues
Tweaked water material reflection intensity
Time of Day update to 3.0.0 prerelease 5
Reverted water breaking changes
Fixed water writing to depth on Windows
Reverted GlobalFog to the default import (aerial perspective is now its own image effect)
Made atmosphere render in scene view even if the game view uses the atmosphere / aerial perspective image effect
Fixed ragdoll errors on u5b21
Fixed water shader errors
Texture size/compression tweaks
Added system info tab to F1 menu
Fixed issues with torch 3rd person anims/effects not working properly (player controller)
Updated shaders to integrate better with b21 changes
Fixed white terrain on dev
Switched system info mono section to direct calls
Removed unused code from system info
Fixed decor ordering being ambiguous for bushes
Protocol++
Skip death screen on join if useless to player
Added ListComponent (like singletoncomponent, but keeps a list of instances)
UI WIP
Updated standard assets to b21
Terrain concept tile updates, and files for underwater stuff.
tweaked some 3rd player animations for the rifle.
added some new pump action shotgun animations
EntityComponents can contain RPCs
Drag and Drop progress
Building skin Tier1 meshes/textures/materials/prefabs