199,291 Commits over 4,140 Days - 2.01cph!
Added Menu.Proxy attribute, refactored Menu attributes
Crafting a key from a key lock shows resources needed, disabled properly when not enough
Don't show rotation option is block can't ever be rotated
Fixed pie menu being behind tooltips
Fixed beltbar behind invetnory menu
Fixed loot/campfire/furnace panel sometimes missing when opening twice in a row
* Attempted fix for unsigned integers in net messages #2
* Hardcore-er hardcoded ban for those naughty servers
Added miner's hat model, textures, and prefab
Time of Day inspector fixes
some 3rd person animations for a handcuffed player.
Fixed reflection probe orientation with rotated sky domes
miner helmet implementation
Cleanup, minor cloud billboard fix when playing inside the editor
Fixed deepness issues; more accurate thickness; tweaks
Renamed PlaceInfrastructure to PlaceRoads
Added PlacePowerlines barebones
Added UnitPathfinding component, right clicking with a unit selected just fires a basic SetDestation for funzies
Removed unused Third Party (SSAO Pro, Boomlagoon JSON)
Updated TOD
Added some FreeCamera code to PlayerCameraControls, but there's a bug preventing the movement from working.. haven't spotted why
Adding scrap searchlight files (ready to go)
Fixed blendlayer not working; added very low quality mode for lod < 300
Fixed metal blendlayer sampling RG instead of RA
Major refactoring of procedural components
Made ImageProcessing.Dilate2D more generic
Removed the need for terrain raycasting step during load
Added ProceduralObject system
Added AddToHeightMap and AddToWaterMap scripts (replace raycasting)
Improved cliff analysis (fixes some cases where grass would spawn midair)
Updated rock prefabs to new non-raycasting setup
Retired TerrainTopology.BLENDED
Adding atlas texture and mat
- Made Area0 boss practically unlosable as it's about 3 minutes into the game
Updated cave prefab to LOD grid and the new non-raycasting setup
Forced river meshes to flow downhill
Improved splat mapping of post-generation cliff detection
Multithreaded post-generation cliff detection
Disabled parallax occlusion and parallax offset by default; now a shader feature, requires toggle via shader keyword
Moved top tier skin lods to atlas texture, prefabs updated
-resources spawn with the correct view now
Subtracted changeset 8383
Reapplied changeset 8383 but different
Changed terrain paint overlay to multiplicative so that it's visible on snow
-added some tooltips in resourceTab
-Resource inherits from Item
-Trying my hand at harvest resource again, to flesh it out some more and eventually let the cavemen harvest items.
-Food incentive, and an SO and Resource and Views for a berrybush
Changed climate blending to use calculated sunrise and sunset hours and the sun zenith angle
Fixed TOD_Sky.SunriseTime and TOD_Sky.SunsetTime being off by 12 hours
-added 'canBeCarried' to resourceTab
Moved metal skin lods to atlas texture, prefabs updated
Nuking unused camera variants
Camera now uses "Vector Stick" implementation
Cleaned up camera code overall, added better default settings in code
Fixed some Time.time usage (should be unscaled)
Improved sunrise / sunset time analysis
Tweaked climate blending angle
More camera cleanup and tweaks
Improved monument spawn filter checking
Moved stone skin lods to atlas texture, prefabs updated