108,036 Commits over 3,867 Days - 1.16cph!
Added profiler samplers for AI behaviours
Made the sun more sunny and HDRy. Adjusted the lens dirt effect to compensate.
fixed the timing on several of the weapon attack/deploy animations. Tweaked the animations for the torch;
Fixed metal_plate_torso not having any meshes
Workaround for foilage outline on menu screen
Time of Day update to 2.2.0 prerelease 2
Material tweaks
Switched off directional fog
Minor wolf controller tweak
Added fog density control to atmospheric blend.
Time of Day update to 2.2.0 prerelease 1
checking in fixes for the model errors concerning the burlap trousers and shirt
Attempt at fixing NREs in WaterUpdate
Updated the w_torch with the new torch and LODs.
checking in the plate armor with fixes to the mesh, textures should already be up?
Updated the v_torch.fbx with the new torch model, also adding the new textures.
improve the jumping animations (running jump looks more natural / also fixed how the landing occurs so it happens immediately when the player lands), tweaked the run animation for the rifle.
added a couple extra torso flinch entries to the flinch array.
-fixed the ikWeight settings on several of the animations. Added a couple of extra torso flinch animations to the state machine
added pistol/rock/torch animations to the player anim_controller; fixed a bunch of timing issues. (verified that player animations are working in the "TestLevel" scene)
Minor spec tweaks on skin.
Temporarily deactivated the slightly broken horizon clouds.
Colour grading for TODs and biomes.
Backup committing a few lookup tables.
Made animals rigidbody-free (hyper fast but makes them not-move in the test level and ghost through foundations)
Cleaned up Atm Blend and replaced BlendLUT in Main Camera prefab
Added Atmospheric Blending; superset of BlendLUT doing temporal conditions across multiple latitudes/biomes
Fixed AM vector rendering code
Upgraded project to unity5b2
Additional shaders for clothing
Made sure all the fbx files are not importing any materials and they're using RustPlayerAvatar; set up the various parameters for the pistol/rock/torch anims
Adding basic tshirt. LODs done, still needs weights.
Fixed WaterUpdate NRE's (probably)
Adding models and textures for hazmat set. Still needs weights, but LOD are done.
checking in all the fbx files now (tested that everything works so far), in case i break something later on when i change the player anim controller.
Client network connection will skip out if too much time has been spent processing packets
Fixed water not having reflection/refraction
Removed SetIKWeight references
Profiling Stuff
Fixed FakePhysics running clientside (perf)
Fixed possible NRE in AIBody
Fixed shadow caster; was writing to camera depth
Optimized some getcomponents in AM
Disbale error logging in editor (crash, freezing etc)
Skinned meshes update their bounds on demand instead of every x seconds
Fixed warning in PlayerInventoryAnimation because of missing ikWeight param
Disabled Am auto register objects
Player spec map (fudged, workable)
Set scene ambient to hemisphere (seems to fit better overall, especially since the terrain still uses legacy shaders)
Updated ore textures (this should really be done by an artist, but I think we might replace the meshes altogether?)
Labelled player animations with "PlayerAnimations"
Made sure all player animations were using the RustPlayer avatar
Made ikWeight use animation curves instead of calling SetIKWeight
Undone everything goosey did yesterday (fixes broken player animation, sorry dude)
Quick fix for lat-based atmospheric blend
added the torch and rock animations to the mecanim controller; adjusted the timings on some of the movements to lessen some of the "foot sliding" going on