111,815 Commits over 3,928 Days - 1.19cph!
Save/load string table to disk in saves
Throw error when creating entity with matching ID of existing entity
Entity prefab names use stringtable instead of sending string name
Protocol++
Added dev.sampling X to enable downsampling (X = 2 means 200% rendering res, downsampled to 100%)
Reverted tonemapping since adaptive algorithms are broken on OS X (Unity bug submitted + confirmed)
TOD settings tweaks. Tweaked daytime color grading LUT. Camera post tweaks.
Minh Le vs Unity IK system. Round 2
Updated tonemapping, some post FX tweaks and TOD settings. Added script to update water reflection color from TOD ambient light.
fixed some errors with some of the animations missing the l_prop / r_prop bone. Fuck Dat shit YO
Set daytime shadow strength back to 1.0 and adjusted lighting to compensate. Should result in better lighting for interiors.
tweaked the rifle animations so they jive better with the Unity IK system
Added debug mode to PVT_Control; shows either diffuse, normal, shaded normal, height or gloss
Tweaked PVT; added TestProcedural_PVT map
made some tweaks to the player + rifle animations (they should be pointing straight ahead now)
Reduced log thickness on building pieces. Replaced frame meshes. Reworked materials for building pieces. Reaplaced nighttime LUT image. Some things may be ugly.
updates to player pickaxe idle & attack anims
updates to torch player anims
Added AimAtCamera and DrawAimLine to PlayerModel scene
Tweaked Player model lookat IK
Changed spawn handler to have a density (# per km^2) rather than a fixed number per population
Fixed terrain quality not being applied on initial scene load (Performance++)
Print confirmation when RCon is started
Fixed forest 4 tree 4 enjoying himself some post billboard fade invisible time
Properly fixed the night texture (don't modify stuff in Third Party, use the duplicate material so that we can update without worrying)
Fixed the terrible night stars.
finished the crouch/jog/run animations for the player holding a bow
changes to pickaxe world model. Added quick hammer world model.
Added dymanic znear
Turn construct vision off when not holding a planner
Hide debug building skin squares
Particle Dictionary - cache prefab names (speed)
Bolt rifle material rename and tweaks. No longer uses skin shader.
Added foundation conditions
Added rigidbody to socket_handle
Foundation first draft, fixed wall collisions set to trigger.
fixed hole in neck player mesh issue
Disabled PVT by default on Procedural Map, moving to a test scene for now
Fixed Amplify Motion shader compilation errors on d3d11_9x target
Made beartrap, furnace, sleepingbag craftable
Added railing component (low wall)
Minor tweaks to the terrain generator configuration
Enabled procedural virtual texturing in TestLevel_PVT (fully enabled) and Procedural Map (toggle in terraingen) scenes
Added end caps to wall, window, door components
Merged procedural virtual texturing
Preparing test level materials for merge into main
Voice recording HUD notification
Fixed voice playback not always working
Wolf corpse now gives animal fat
Simplified conditional models system
Added conditional edges for window, door
Moved water fog volume to the water layer
Moved clouds and auroras to the sky layer