199,294 Commits over 4,140 Days - 2.01cph!
merge from building lod atlasing
-some files I didn't add yesterday, that may break berrypicking in case someone was to just load the scene and try.
-calling end_of_action callback in HarvestAction
-hopefully one-day-useful comments on Action
-fixed some little gubs in SO
-readded tester and its editor, seem to compile fine now
-and moved it somewhere reasonable
-also added ignore for a link to the unityLog on my machine.
Reworking ingame debug UI overlay (accessible via F12)
Added buttons to quickly change the current Season (also sets TOD Cycle month to the first month listed in the season)
Started expanding AudioManager. Now loads music clips and stores a dictionary of music organised by season. Music randomisation coroutine no longer uses WaitForSeconds, so doesn't bug out when timescale is changed.
Added some event music files, converted all music to ogg
Fixed NRE in ZoneSeasons when firing OnSeasonChange
Character 07 final assets. Blendshapes and all textures.
-pushing to merge with main
Ignore cleanup. /Assets/Scripts/Local now ignored. Please use for your filthy crap that no one wants.
-merged with main anyway. Also, everything clean, everything nice
-no, now everything clean and nice.
Handing steam auth (again)
Included teeth in blendshapes and straightened limbs etc where requested.
Console system hooked up but untested
Added PathInterpolator (various interpolation methods along a 3D path)
Refactored path code and switched everything to PathInterpolator
Made roads more wiggly
Updated Lion-El ready anim
viewmodels and woldmodels for the flashlight and flare
special fx and sounds for the flare
Re-worked graphics options to work better and without bloated UI widgets.
Reading graphics options from ini files... not sure how this works with builds yet
Adding the new tonemapper and updated Candlelight plugin
Tested console system and it works
read/write INI files in persistentDataPath
Added some front-end calculation display for Attributes in the Before Editor
Check out my abs (olute values)
Fixed some rocks spawning on roads
added Anim events for the flare view model
Removed some duplicate work being done in PathInterpolator
Resize the tangent array a well when resampling a path
Changed TerrainMap quad painting to a software rasterization algorithm instead of just using the bounding box
Tweaked micro cliff and waterside decor spawn rules
Fixed some minor issues with the wire shader
Tweaked the powerline cable material
Improved placement of high voltage powerlines
Fixed path and side object densities being higher than specified
Improved road-terrain transition
Improved crossroad blending
Added water splash particle effect placeholder
Fixed paths that are too short sometimes being added to the path lists
Fixed river-ocean transition
Added smooth path terrain adjustment fadeout to splat and topology adjustments as well