244,586 Commits over 3,898 Days - 2.61cph!
Slight snow biome colour tweak.
Bunch of biome specific environmental parameters. For example, deserts are no longer super cloudy!
thompson submachine gun view model rigged up; reload animation done.
Made static decor rocks get randomly scaled and flipped
Re-added forest rocks (no moss for now, but a slight brown tint)
Removed tons of rock hacks we had to do for Unity 4
Litter box alert: Added tiny clutter rocks to some areas (rock, sand, dirt, forests, underwater, ...)
Protocol++
Added game state saving / loading to SmashBlox, untested.
Added game state saving / loading to SmashBlox, untested.
Going home.
Refactoring proc gen code for the new system.
Validation
Branching again.
Refactored grass and decor systems to start spawning after calling Refresh()
Made grass and decor patches always snap to main camera, no need to move the game objects via script
Made Refresh() do a full rebuild if called after already being initialized (can be used at respawn)
Made TerrainGenerator.GenerateTerrain() call Refresh() on static and list decor
Made Client.OnClientFirstSpawn() call Refresh() on dynamic decor and grass
Games now pause when control is lost, and reset after 10 seconds.
Games now pause when control is lost, and reset after 10 seconds.
Fixed the colour mismatch on forest 4 billboards.
re-made burlap shirt prefab & added skinned mesh collider
re-exported burlap shirt with clean hierachy & added lower torso mesh
Tweaked HTML zoom
Tweaked belt bar
Started work on games pausing when control ends.
Started work on games pausing when control ends.
Added a new test island scene.
Made straight line detection in biarc less sensitive
Made progress on procedural. Need to do branching checks.
Need to do proper road validation!
Created camera prefab
reverted burlap_shirt (did the same thing that I did earlier but didn't set the default material to Flesh)
Added skinned mesh collider script
Entity.OnUpdate() now automatically advances any animations used by sprites within the entity.
Entity.OnUpdate() now automatically advances any animations used by sprites within the entity.
Added a Coroutine class to encapsulate started coroutines, with Suspend() and Resume() methods.
Added a Coroutine class to encapsulate started coroutines, with Suspend() and Resume() methods.
Converted some decals to the standard shader
Converted some particle effects to the custom shader that isn't super bright at night
re-added collision component to burlap-shirt
Added neckline to burlap_shirt LOD0
Re-made burlap_shirt prefab as it was causing the mesh to appear broken. Obviously some issues with updating prefabs in U5.
re-exported Burlap shirt with neckline ( I have a good felling about this one)
Fixed ItemAction_Replace not working properly if the container was full
Working towards a GameScreen specific loading scheme for sub scenes. For now doing nothing specific towards this, but laying the groundwork.
And recommitting the version that I "know" is from the Standalone folder.
Trying to delete and replace with Standalone version... doubt it will help, but this constant stream of jenkins failure...
Enabled HTML hardware rendering (test)
Fixed death intro not working
Fixed player_movement leak on death
Restored FogVolume for the main menu scene
Changed tundra rocks to the darker variant
Nuking A* Pathfinding Project.
Fixed A* Pathfinding Project's RecastGenerator so that it actually compiles for Unity 5.
Trying to replace the UI dll with the Standalone version.
Changed water reflection clear color to equator color
Added GlobalFog image effect for underwater fog (changelog claimed it's fixed)
Added ImageEffectOpaque attribute to GlobalFog for it to render before the water plane
Updated scenes
Looks like this is needed to compile under Visual Studio.
[memory_dungeon] hunger bar, new cursor
[memory_dungeon] hunger bar, new cursor
Changed name of root gameobject in bootstrap game scene to "World", and name of any subscenes to "Land". Now when BaseScreen loads a subscene, the root gameobject of that scene is added as child to the main scene of that Screen.
- Fixed bug related to scenes from Working directory not being part of the Build Settings and then executing the game while such a scene was the active one in editor. The fix required a custom Build system that I added to the File Menu (Build Before), roughly based on Rust's Build system.
- Custom Build System
- Automatic Game Screen Sub Scene list Generation when in Editor Mode, based on parsing the Build Settings Scenes list.
Removed pvt specific configs from TerrainGen to avoid setting it up in multiple places
Removed UVMIX baking to pvt cache; near and far freqs now reside in separate caches
Improved pvt terrain texturing fidelity close to original non-pvt terrain; UVMIX now done properly and matches original
PVT update: very close to deployment, only a couple bugfixes away; HQ got finer granularity; larger VT support