250,469 Commits over 3,959 Days - 2.64cph!
Fixed TerrainAtlas gen expecting normal XY in RG instead of AG
Updated terrain4 atlas textures using the gen fix; fix for bad terrain lighting
Cleaned some shader code
Nuking old biomes, fixing biome assignment in game scenes. Removed island0003-quick.scene
Fixed Canvas sorting issue introduced with 5.1.0f1 (not sure if working as intended, child transforms (containers) of the main canvas required their own canvas component with sorting set to override to work with the overlay camera mode
Added LOD cull component for performant per-object distance culling (without LOD meshes)
-tagged the controller as Tree, and Layered the whole thing to Trees rather than Buildings. Wondered about moving the resourceaffector onto the model, but maybe that's not the right thing to do.
-and promptly forgot to add them
-made more view prefabs for the tree different pine types, in the meantime
Reduced LOD grid cell size for more accuracy
-added a temporary pine mesh on the pine model, so you can still place (and see) pines in editor. Gets destroyed at runtime. Temp solution I guess!
-made a script to swap in all the old treeprefab for new Resource trees. (Could/should be extended for resources to know its treetype, and respect the old one I guess, after discussion)
Keypad light & campfire HDR.
-readding in the resources that were moved and not added in the last commit -_-
-fixed spawning of the resourcePine being offset compared to its parent.
Fixed snow UVMIX repetition.
Minor radtown prefab tweaks.
Added running hit to Igor in viewer
Attempt to fix missing low-quality rock shader variants
status command can be used by clients
RedrawInputLine exception
ItemModCookable exception
BaseMelee.AttackEntityHit exception
RConListener start exception
Fixed refractive fire particles doing a grab pass for every individual instance
Added World header and buttons to editor
Added Biome and Weather tabs to the editor
Renamed WeatheType > WeatherSettings
Removed "use native pathfinding" option from Agent
Removed AStar Pathfinding
Renamed UnitAsset > UnitSettings
-First pass at resources understanding MVC, having their own settings asset, skins, etc.
added some jump animations for when the player is strafing left/right and does a jump
Added Igor forehand run anim ( for testing)
Had a look at some different lot gen methods.
Added LOD grid to BuildingTest scene
Added LOD container script (switches between entire renderers)
LOD usability tweaks
unwrapped all trees and roots
added Mavis smash to config, added extra transitions to speed up hit -> run
-removed MediumShelter that was not yet defined and broke the building system.
Fix for UIEditorWindow not finding the top level UIScreen gameobjects on init
-renamed BuildingAsset to BuildingSettings, to be in line with everything else
TENN selection screen idle
re-exported TENN forehand stretch
TENN meta + config changes
Merge from Smart Objects v3/Editor
Added Agents tab to BeforeEditor
Elevator test mesh - uv's and low poly done.