182,999 Commits over 3,106 Days - 2.45cph!

8 Years Ago
Added neckline to burlap_shirt LOD0
8 Years Ago
Re-made burlap_shirt prefab as it was causing the mesh to appear broken. Obviously some issues with updating prefabs in U5.
8 Years Ago
re-exported Burlap shirt with neckline ( I have a good felling about this one)
8 Years Ago
Fixed ItemAction_Replace not working properly if the container was full
8 Years Ago
Working towards a GameScreen specific loading scheme for sub scenes. For now doing nothing specific towards this, but laying the groundwork.
8 Years Ago
And recommitting the version that I "know" is from the Standalone folder.
8 Years Ago
Trying to delete and replace with Standalone version... doubt it will help, but this constant stream of jenkins failure...
8 Years Ago
Enabled HTML hardware rendering (test) Fixed death intro not working Fixed player_movement leak on death
8 Years Ago
Restored FogVolume for the main menu scene
8 Years Ago
Changed tundra rocks to the darker variant
8 Years Ago
Nuking A* Pathfinding Project.
8 Years Ago
Fixed A* Pathfinding Project's RecastGenerator so that it actually compiles for Unity 5.
8 Years Ago
Trying to replace the UI dll with the Standalone version.
8 Years Ago
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
8 Years Ago
Looks like this is needed to compile under Visual Studio.
8 Years Ago
[memory_dungeon] hunger bar, new cursor
8 Years Ago
[memory_dungeon] hunger bar, new cursor
8 Years Ago
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.
8 Years Ago
- 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.
8 Years Ago
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
8 Years Ago
8 Years Ago
Fixing tiny oversight in atmospheric blend code
8 Years Ago
Added motion blur MinVelocity to ameliorate sliding intermittent blur and improve MB quality
8 Years Ago
Fixed the remaining issue when starting the game from an "Island" scene in the Working folder.
8 Years Ago
Added a few TOD params to geo-temporal atmospheric blending
8 Years Ago
Fixed missing textures on menu background terrain
8 Years Ago
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8 Years Ago
Fixed new primitive rendering methods not throwing an exception when used outside of OnRender()
8 Years Ago
Fixed new primitive rendering methods not throwing an exception when used outside of OnRender()
8 Years Ago
Loading the startup scene again instead of loading the Globals prefab.
8 Years Ago
Implemented Graphics.FillRect
8 Years Ago
Implemented Graphics.FillRect
8 Years Ago
Refactored the Screen/Scene loading mechanics a bit. Now loading scenes from Runtime works perfectly, both from startup scene, or any other scene (whether they're part of a Screen that only have a single Main Scene, or a Screen that holds multiple Sub Scenes as well). There's a strange bug when loading from the Working directory right now in that it loads a scene id with -1 the index actually specified for Main and Sub scenes... Will try a fix next that replaces int id loading for string name based Level/Scene loading.
8 Years Ago
Latest GameAPI.dll and fixed drawing lines of thickness > 1.
8 Years Ago
Latest GameAPI.dll and fixed drawing lines of thickness > 1.
8 Years Ago
Fixed line drawing.
8 Years Ago
Fixed line drawing.
8 Years Ago
Implemented Graphics.RenderLinesFromStream
8 Years Ago
Implemented Graphics.RenderLinesFromStream
8 Years Ago
Some extra effects added to SmashBlox.
8 Years Ago
Some extra effects added to SmashBlox.
8 Years Ago
Added particles to SmashBlox to test Graphics.DrawPoints
8 Years Ago
Added particles to SmashBlox to test Graphics.DrawPoints
8 Years Ago
Implemented Graphics.RenderPointsFromStream
8 Years Ago
Implemented Graphics.RenderPointsFromStream
8 Years Ago
added lean left/right animations for all of the player holding weapon animations.
8 Years Ago
Fixed compile errors
8 Years Ago
Reverted Alex's broken burlap shirt commit
8 Years Ago
Started work on deathscreen Fade into deathscreen (wip) Randomly drop held item when killed Switch to third person when killed, rotate around ragdoll Hide viewmodel when dead Fixed local player ragdoll being crazy fucked up on spawn because of their local collider Tried to fix ragdoll LODS, but I don't think it's working that great - will revisit
8 Years Ago
Implemented Graphics.FillRect