248,632 Commits over 3,928 Days - 2.64cph!

10 Years Ago
Couple more minor tweaks
10 Years Ago
changed the sound distances on several of the sound effects (footsteps / bullet impacts/ etc..). Set all viewmodel sounds to 2D
10 Years Ago
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10 Years Ago
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
10 Years Ago
Tinkering with WorldManager and SeasonManager
10 Years Ago
Fixed customMesh not getting serialized
10 Years Ago
Fixed jump-climb exploit
10 Years Ago
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
10 Years Ago
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10 Years Ago
Time of Day update to 2.3.0 prerelease 3
10 Years Ago
Made god rays utilize depth values again (Petur... stahp)
10 Years Ago
[ultimate_soldier] think i finally fixed bodies overlapping walls
10 Years Ago
Giving directional fog another chance at life, now that we have fogged water reflections.
10 Years Ago
Less crazy god-rays during night time.
10 Years Ago
Tree mats
10 Years Ago
Fixed some clipping and seam issues on the Hazmat jacket. Added Small Stash models, mats, and prefab.
10 Years Ago
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10 Years Ago
10 Years Ago
More highpass textures. Island1 updates. Removing some old utility scripts.
10 Years Ago
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
10 Years Ago
Fixed Impala movement animations and tweaked controller settings
10 Years Ago
Improved NavAgentMoveRandom a little. Removed some old prefabs.
10 Years Ago
Exposed GameBase.IsScoreHighscore
10 Years Ago
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10 Years Ago
TerrainBlendObject tweak
10 Years Ago
Slight tree mat and LOD fixes.
10 Years Ago
Various forest prefab changes.
10 Years Ago
Cleaned up obsolete tree files.
10 Years Ago
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.
10 Years Ago
some more medical syringe animations.. Having trouble kicking this drug habit..
10 Years Ago
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10 Years Ago
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
10 Years Ago
Added Wind Main to atmospheric blend; updates at very low freq due to tree anim reset
10 Years Ago
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10 Years Ago
fixed bolt rifle clipping during the attack animation
10 Years Ago
Highpass grass texture
10 Years Ago
Hopeful fix for bindable instance wrappers that inherit from other wrappers not having all members bound.
10 Years Ago
Fixed NRE in TickAttackTargetAction
10 Years Ago
changed the timings on the view model weapons so they detect impact sooner
10 Years Ago
When kicking a user due to EAC, mention that in the reason
10 Years Ago
Tree-C for Diogo.
10 Years Ago
NavAgentMoveRandom has the option of doing random movement in the radius of it's parent or of itself (if parent == null).
10 Years Ago
Wrapping up for the week.
10 Years Ago
Fixed BindingsGenerator not compiling.
10 Years Ago
Started work on documentation generation, abstracted the code gen helper class and started a HTML implementation.
10 Years Ago
UnityMaterialPropertyBlock instances are now pooled on disposal.
10 Years Ago
Fixed NRE in SendSignal
10 Years Ago
Finished new text rendering system, emulator graph now plots in kbps (with a default target line of 20kbps).
10 Years Ago
Time of Day update to 2.3.0 prerelease 2
10 Years Ago
Added small mountains back to the temperate biome (experimenting a little) Protocol++ (network + save)