reporust_rebootcancel

107,986 Commits over 3,867 Days - 1.16cph!

10 Years Ago
Added experimental masked-blend layer terrain shader; sample normal+height maps
10 Years Ago
Removed high frequency texture sample from terrain base map shader
10 Years Ago
Tweaked adjustable range of the terrain base map distance Tweaked fog density
10 Years Ago
Terrain mesh blending shader update
10 Years Ago
Added parameter to let grass mesh scale be affected by splat intensity
10 Years Ago
Some procedural generation refactoring
10 Years Ago
finished the new wolf model
10 Years Ago
Moved directional fog into cginc file Added custom terrain base map pass (faster than full pass but still okay looking)
10 Years Ago
Deleted multipass terrain shader (no need to keep legacy shit around)
10 Years Ago
Removed debug output
10 Years Ago
Added belt selection keys to bindings (instead of hard coded to 1234 etc) HTML inventory menu is functional enough to enable by default
10 Years Ago
Build a proper release version of the dedicated server
10 Years Ago
Made per-material terrain fog type selection use KeywordEnum Had to hardcode fog type for now (terrain system has a bug that prevents it from copying material shader keywords)
10 Years Ago
Wearables/Beltbar hooked up to HTML ui
10 Years Ago
Made items draggable, item slots droppable Items are now added to array by slot number glue.js switches the screen to ingame and opens inventory in chrome
10 Years Ago
Fixed JQueryUI fucking up drag positions with page zoom enabled
10 Years Ago
Fixed custom terrain shader fog incorrectly handling the case for no fog
10 Years Ago
Made fog type configurable per-material (the inspector for this sucks, but it does the job for now)
10 Years Ago
Merge from main
10 Years Ago
Fixed viewmodel animation trigger errors Fixed player inventory errors Ignore empty console commands Split up client network cycle, to aid debugging Don't allow connect multiple times
10 Years Ago
Added server.secure convar
10 Years Ago
Updated EAC
10 Years Ago
Improved some awfully flat looking ground textures.
10 Years Ago
Fixed players being able to die when dead Removed more debug output
10 Years Ago
Making the server less verbose
10 Years Ago
EAC doesn't seem to like the 64bit windows build. Build a 32bit version for now.
10 Years Ago
Fixed HTML menu for real this time
10 Years Ago
More grass tweaks.
10 Years Ago
Reduced calorie healing so you're not immortal
10 Years Ago
Fixed HTML rendering being laggy Fixed quit not working
10 Years Ago
Fog, light and grass tweaks.
10 Years Ago
Fixed ui starting on ingame screen
10 Years Ago
Slight camera and TOD tweaks.
10 Years Ago
Server compile fix
10 Years Ago
Forgot this file
10 Years Ago
Moved HTML localization to service HTML Inventory now updated from game Added inventory.old convar - defaults to true Added HTML inventory icons HTML UI now scales with screen height Removed guiWindow directive (handled by engine) Fixed HTML inventory menu showing up in game Fixed inventory not getting updated when receiving stacked resources Fixed player voice error on disconnect Fixed error logger sending out of memory errors multiple times
10 Years Ago
Added prototype of terrain fog based on atmospheric scattering
10 Years Ago
Tweaked sky sun mesh color
10 Years Ago
Tweaked sky prefab fog bias
10 Years Ago
Time of Day update to 2.1.0 prerelease 1
10 Years Ago
Fixed missing reference in procedural map scene
10 Years Ago
Updated procedural terrain test scene to use Unity fog on land again (terrain will soon sample scattering fog from TOD) Updated camera prefab to remove land fog volume (water fog volume remains)
10 Years Ago
Added random grass patches in forests (this needs tweaking)
10 Years Ago
Removed collider from billboard (duh) and fixed some internal prefab name mismatches
10 Years Ago
Added crafting queue to the HUD. Tweaked window display structure.
10 Years Ago
Added some more prefabs, did some prefab reordering
10 Years Ago
Merge from main for those missing meta files
10 Years Ago
Disabled dynamic batching (for now)
10 Years Ago
Added billboard test to tree_3_1
10 Years Ago
Made water always render before any other transparent objects