200,680 Commits over 4,171 Days - 2.00cph!
Added parameter to let grass mesh scale be affected by splat intensity
Terrain mesh blending shader update
Tweaked adjustable range of the terrain base map distance
Tweaked fog density
Removed high frequency texture sample from terrain base map shader
Added experimental masked-blend layer terrain shader; sample normal+height maps
Patched lighting on masked-blend layer terrain shader; tweaked test material
Cleaned up masked-blend shader, optimized a little bit, removed height-based sorting to depend on splat order; updated test material
stored resources inside a subfolder for each game
removed duplicated resources
More snow stuff. Brrrrrrr.
Tweaking this texture, to see if it makes any difference to the holo sight
Use staging branch instead. Lets see what this does.
Changed terrain fallback shader
Made all of my shaders use tabs instead of spaces
Changed terrain texture tiling to 5
Added billboard materials for the rest of forest 3
Forest 3 tree prefab tweaks
Stripped out a bunch of unused shit. to rule it out of the lag spiking
Added 2D version of the move to target script
World fog tweaks, underwater fog volume now also visible if looking down at water
Put forest 3 tree and decor prefabs on world layer
Fixed camera far clip plane
Menu popup animation
Refactored Menu
Moved crafting window to far left
Fixed dragged items being behind menu
Added masked-blend layer terrain cginc + sample shader; _normalterrain map pre-processor
Looting window works (kinda)
Skinned hands & lods, imported head & feet into one central source file. Starting to make lods for feet.
Fixed unused variable warning
LOD billboards for forest type 3
-tweaked the vertex weighting on the wolf; added a growl animation
Fixed normal + height textures not being properly preprocessed on import
Shader refactoring
Enabled layer mask blending for the procedural terrain
Added missing billboard texture meta files
Made trees use the new billboard textures
Some more shader fixes and tweaks
Holosight reticle now uses an unlit mesh for the ring sight instead of an alpha masked texture
Switched the ambient forest sounds to be uncompressed - this should solve the issue of global lag spikes when the crickets->birds transition happens since unity 4.5
Fixed server compile error
Fix being able to deploy multiple hammers etc
Stop looting if too far away
Stop looting if destroyed
Stop looting when window closed
Refactored player inventory - use enums instead of numbers
Stone and wooden spear with LODs.
Better html zoom handling
Inventories send capacity info to html
Disable slots outside of capacity in loot menu
Moved out of game test functions to development.js
Updated CoherentUI - 1.8.3.2 -> 1.8.4.0
Made billboard shader support brightening the texture