201,353 Commits over 4,171 Days - 2.01cph!
chnages to holdtype anims
Fixed seekers not reflecting the sun correctly.
skinning updates to the player naked torso / head
Some sound effect tweaks.
One final sound effect tweak.
finished the crouch/jog/run animations for the player holding a bow
Fixed the terrible night stars.
Some tweaks to collisions and started work on a trail.
Properly fixed the night texture (don't modify stuff in Third Party, use the duplicate material so that we can update without worrying)
Fixed forest 4 tree 4 enjoying himself some post billboard fade invisible time
Print confirmation when RCon is started
Fixed terrain quality not being applied on initial scene load (Performance++)
Pause menu now functions correctly, and added some basic particle effects.
Audio now fades in upon start.
Re-added cursor capturing on click.
Changed description and re-added all other games to EditorBuildSettings.
Changed spawn handler to have a density (# per km^2) rather than a fixed number per population
Included file deletions and moved files.
Merge from /main/shinyspherelp
Added intro text and transparency to combo notification.
Merge from /main/shinyspherelp
Added AimAtCamera and DrawAimLine to PlayerModel scene
Tweaked Player model lookat IK
Basically done a massive rewrite of the Half Edge Mesh system. Not yet finished just a few things left.
It will then be a lot easier to extend it for the road system instead of bodging it.
updates to torch player anims
updates to player pickaxe idle & attack anims
Added initial player pickaxe deploy anim
Reduced log thickness on building pieces. Replaced frame meshes. Reworked materials for building pieces. Reaplaced nighttime LUT image. Some things may be ugly.
Commiting updates to holdtype source anims
made some tweaks to the player + rifle animations (they should be pointing straight ahead now)
Fixed depth for the GLSL version of the sphere shader.
Tweaked PVT; added TestProcedural_PVT map
Added debug mode to PVT_Control; shows either diffuse, normal, shaded normal, height or gloss
tweaked the rifle animations so they jive better with the Unity IK system
Set daytime shadow strength back to 1.0 and adjusted lighting to compensate. Should result in better lighting for interiors.
fixed some errors with some of the animations missing the l_prop / r_prop bone. Fuck Dat shit YO
Added a fallback sphere renderer for non-D3D systems.
Ensured shared meshes are used for spheres.
Included prefab and material changes.
Merge from /main/shinyspherelp
Fixed seeker materials not being updated when hit.