200,039 Commits over 4,140 Days - 2.01cph!
Minor radtown prefab tweaks.
Fixed snow UVMIX repetition.
-readding in the resources that were moved and not added in the last commit -_-
-fixed spawning of the resourcePine being offset compared to its parent.
Keypad light & campfire HDR.
-added a temporary pine mesh on the pine model, so you can still place (and see) pines in editor. Gets destroyed at runtime. Temp solution I guess!
-made a script to swap in all the old treeprefab for new Resource trees. (Could/should be extended for resources to know its treetype, and respect the old one I guess, after discussion)
Reduced LOD grid cell size for more accuracy
-made more view prefabs for the tree different pine types, in the meantime
-and promptly forgot to add them
-tagged the controller as Tree, and Layered the whole thing to Trees rather than Buildings. Wondered about moving the resourceaffector onto the model, but maybe that's not the right thing to do.
Added LOD cull component for performant per-object distance culling (without LOD meshes)
Fixed Canvas sorting issue introduced with 5.1.0f1 (not sure if working as intended, child transforms (containers) of the main canvas required their own canvas component with sorting set to override to work with the overlay camera mode
Nuking old biomes, fixing biome assignment in game scenes. Removed island0003-quick.scene
Fixed TerrainAtlas gen expecting normal XY in RG instead of AG
Updated terrain4 atlas textures using the gen fix; fix for bad terrain lighting
Cleaned some shader code
Made snow rock a bit more acceptable. Tree texture size optimizations.
tweaked the deer running animation
prep for running forehand
backup of Source files for various animations
Custom speedtree shader for for 5.1
Replace missing materials in all prefabs (prevents crash in 5.1 editor)
env.time without args will return the time
Setting increased Profiler.maxNumberOfSamplesPerFrame
Post-build deployment, GUID: b728ef13-3ced-4fc7-b78b-5da7d354da58
- Added placeholder Bar tab mission and mission text to Area0
combined all roots unwraps, baked out lightmap
-minor fixes onto the view prefabs again
-merged with main
-fixed greenbox map not working(stuck on loading screen) 'cause no biome was assigned to it
Updating variants
Fixed warnings
Profiling loadtimes
Fixed various potential issues related to resource-to-population linking
Fixed SpawnHandler refresh context menu (in-editor runtime refresh)
Implemented missing D3D11 path in GPU_Texture_ForceMipLevelCount
Tiny opt in prepass render
- More mission work for Area0
refactoring shot selector
Adding quarry animations, updated the prefab
Improving player rendering/cycle performance (particularly sleeping players)
Don't refresh servers if playing non menu map in editor