108,198 Commits over 3,867 Days - 1.17cph!
Fixed atlas shader texture popping bug on nv650M/windows
Updated custom standard/universal shaders to latest universal core cginc
Updating pvt shader to standard/universal
Made splats set by terrain modifiers have chamfered corners
Removed some legacy code from the terrain generator
re-added drink to mechanim gestures layer
removed mechanim flinch transitions
re-added player gestures to mechanim & deleted unrequired params
Completely disabled PVT to fall back to the texture atlas terrain shader
Temporarily disabling EAC for osx/linux (until EAC for osx/linux works properly)
Made lock code spawnable with existing items (temporary)
Updated scene2prefab, phrases
Updated quality settings (LOD bias now [1.0, 0.5] with linear falloff from best to worst)
Minor terrain generator cleanup + comments to stop the stupid future me from screwing it up
Added DontBecomeSolidWithPlayerInside
Fixed exception when loading old save
changed clips for player gesture anims
Made tree colliders convex or converted to capsules (perf, memory)
Fixed gesture animations playing by default.
Fixed NRE in DamageIndicator
Fixed defaulting to shitty quality
Fixed not being able to hit trees
Fixed network compression size threshold on broadcast
Quick fix for stuff trees etc notspawning on servers
Fixed naked player normal map glitch.
adjusted positioning of the 1st person eating animations
Fudged menubackground to avoid compiling GI (because it crashes the build server)
Fixed warnings
Fixed compile error
Throw exception on compile error
Added player looting anim & set up clips
1st person eating animations
Small menu fix, and removing temp tree files.
Merging tree-sync-experiment to main
Added network compression
Fixed TerrainGenerator client / server init fuckup
Added gizmos to all terrain modifiers
Made all terrain modifier radii scale with the y object scale
Merged TerrainColorModifier and TerrainSplatModifier as they should be used together
Added some rocks that set their underlying splat to dirt to test the whole thing (I know it still looks kinda horrible)
Made terrain modifiers get applied in Awake()
Added TerrainColor and TerrainColorModifier
Refactored TerrainOverlayModifier and TerrainSplatModifier
Set up pickpocket mechanim states & added 'loot' parameter
Added 1st pass player 'pickpocket' anim & set up clips
baseNetworkable.networkOwner not used for anything
Don't delete the spawnhandler on a listen server
Tree layer (for perf tests)
Not moving trees into Network heirachy seems to fix group < errors
Changed network rotations to send as vectors
Don't send trees in every snapshot - only the first one
Don't send a full snapshot when spawning dead
Moved tree stumps to their own prefabs
Hide prefabID in inspector
Added TreeEntity (so we can specifically optimize trees)
Replaced ent.sourcePrefab string with prefabID (a hash of the string)
Added ent.KookupSourcePrefab() (to get the prefab name as a string)
Updated prefabs with new ID
Fixed the speedtree animations (or lack of) - and the thing that was ruining our branch and leaf density.
Some crystal & ice files.
test animation for first person eating.
fixed some alignment problems with the 3rd person eating gestures.
added various sound fx for eating.
Made TerrainSkin support (kinda) dynamic splat adjustments