199,459 Commits over 4,140 Days - 2.01cph!
- Added Colorful and Sonic Ether's Natural Bloom (image effects)
- Some tweaks sky dome prefab default settings
- Post processing changes on the main camera prefab
Added water fog volume in test scene, enabled via WaterEffects.cs
Just added a check on the fog volume toggle
Adding missing files for Sonic Ether bloom and Colorful
Changed linux build options (test)
Removed unused effects, moved GUIblur to bottom
-tweaked the eoka animations a bit; added some new player jogging animations; (still TODO: jog left/right)
Arctic biome test scene base.
Daily merge from main branch
Increased mountain noise amplitude to reduce probability of flatland worlds
-rest of the jogging animations
Added item stacking, splitting, merging
GameSetup can define whether you want to load a save or not
Daily merge from main branch
Further reduced probability of pure flatland maps by increasing the minimum hill noise frequency
Converted some of the newly imported assets from binary to text asset storage format
Not sure why this didn't happen when you guys imported those in the first place since our Unity project is set to enforce text format
Tweaked the terrain generator initialization to properly benchmark in-editor
Merged my previous commits to the procgen branch
Improved rock & dirt splat calculation
Fixed splitting/stacking not working properly clientside
Should fix players over-thinking while they're asleep
- Setting the Sky property in TOD_Sun Shafts again
- Removed demo scene assets from SE bloom plugin
Attached fog volume to camera (to render fog)
Chanegd FogVolume so we can access/change fog colour via script
Got rid of horizon white line (will probably present a bunch of other problems)
Fixed sky not being set on sun shafts
Updated TestLevel with terrain
Daily merge from main branch
Crafting cancelling
Fixed crafting notification placement
Fixed AA toggle not working
Tightened the hill noise amplitude interval to reduce the risk of boring monotone worlds
Protocol increment on the procgen branch
Merge procgen branch to main branch to test the new procedural terrain generation
Fixed server NRE when looting
adding the two lods to for the rocket launcher
Log the correct terrain seed (rather than 0) in edit mode
Fixed or at the very least reduced some water reflection glitches
Put resources on world layer, improves FPS in-editor and shouldn't change anything in-game
updates to bow anim, trying to fix export issues
Made the sky dome use our own prefab the way the water does
I don't like modifying prefabs in the third party folder
Player Model - hold type, and world model
Added GameManager.CreatePrefabInactive
Viewmodel is hidden in 3rd person mode
Worldmodel is hidden in 1st person mode
Attack anim in 3rd person
ModelState is now networked
Attack anims are networked
Switched more classes to the new proto system
Network grid was stupid on TestLevel
Fixed player model state not being networked
-half of the revolver animations
Updating project settings
Added library to ignore list
These files allow you to run the game in the editor - and still use Steam