248,632 Commits over 3,928 Days - 2.64cph!
changed the sound distances on several of the sound effects (footsteps / bullet impacts/ etc..). Set all viewmodel sounds to 2D
Fixed terrain blend seam transitions; per-vertex normal just didn't cut it, brought back terrain normal map initialization
Added grabTerrainDiffuse toggle to terrainBlendObject; uses terrain diffuse across the entire surface but still blends the normals
Added reload mesh button to terrainBlendObject inspector
Tinkering with WorldManager and SeasonManager
Fixed customMesh not getting serialized
Fixed albedo/diffuse blending
Fixed Splat Tints and UVMIX shader params not set on the global scope; required by BlendWidthTerrain shaders
Added terrain-mesh blending of diffuse and specular colors
Now saving a reference mesh to keep sharedMesh updated with latest import; ATM requires manual disable/enable component to update
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Time of Day update to 2.3.0 prerelease 3
Made god rays utilize depth values again (Petur... stahp)
[ultimate_soldier] think i finally fixed bodies overlapping walls
Giving directional fog another chance at life, now that we have fogged water reflections.
Less crazy god-rays during night time.
Fixed some clipping and seam issues on the Hazmat jacket. Added Small Stash models, mats, and prefab.
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More highpass textures. Island1 updates. Removing some old utility scripts.
Added automatic mesh cloning to TerrainBlendObject; fixes issues with multiple objects sharing same mesh
Removed deprecated normal generation code inside TerrainBlendExtension; faster initialization now
Now updating blend shader constants in edit-mode when changes happen in TerrainBlendExtension
Added controllable tint per splat TerrainBlendExtension.Instance.SplatN_Tint variables (auto udpated by TerrExt)
Cleaned up parts of terrain blend shader code; now reusing more code for both terrain and mesh cases
Proposed Standard Terrain shader now also works without TerrainBlendExtension component added to terrain object
Fixed bug in HardMix splat blending causing some bad transitions; now much closer to original linear blends
Improved HardMix curves by fetching bicubic control sample instead of average control
Fixed Impala movement animations and tweaked controller settings
Improved NavAgentMoveRandom a little. Removed some old prefabs.
Exposed GameBase.IsScoreHighscore
Slight tree mat and LOD fixes.
Various forest prefab changes.
Cleaned up obsolete tree files.
A metric ton of forest/tree changes. Still WIP, but the most glaring forest issues should be fixed. Lots of ST optimizations as well. Note: Only running a single variant per tree species, for the time being.
some more medical syringe animations.. Having trouble kicking this drug habit..
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First version of proposed new terrain shader (no snow yet) based on U5 universal shader
Mesh blend shader to go with new terrain shader; also universal
Support scripts for terrain and terrain-blend objects
Removed redundant default bump-spec terrain shader added by mistake
Added Wind Main to atmospheric blend; updates at very low freq due to tree anim reset
fixed bolt rifle clipping during the attack animation
Hopeful fix for bindable instance wrappers that inherit from other wrappers not having all members bound.
Fixed NRE in TickAttackTargetAction
changed the timings on the view model weapons so they detect impact sooner
When kicking a user due to EAC, mention that in the reason
NavAgentMoveRandom has the option of doing random movement in the radius of it's parent or of itself (if parent == null).
Wrapping up for the week.
Fixed BindingsGenerator not compiling.
Started work on documentation generation, abstracted the code gen helper class and started a HTML implementation.
UnityMaterialPropertyBlock instances are now pooled on disposal.
Finished new text rendering system, emulator graph now plots in kbps (with a default target line of 20kbps).
Time of Day update to 2.3.0 prerelease 2
Added small mountains back to the temperate biome (experimenting a little)
Protocol++ (network + save)