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Internal Updates

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  • SKIPJACK
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  • Chaos, I do it for the Lulz.
  • Posts: 109
#8503
4 months 1 week ago
Internal Updates:
1. Updated the AreaMorpheus scene:
- Added the chemistry lab for testing crafting recipes.
- Processed the lab interactor hotspot.
- Updated the statics JSON file to include the M.U.S.E. cabinet relocation.
2. Organized the entity directory:
- Added a new character folder for the player, combatant, and non-player characters entities.
3. Added a new Utilities directory to the global entities directory:
- Added many new interactors including chairs, stools, stoves, and many other elements for player interacting.
- NOTE: Jax, this is on you... I swear if I see someone dancing on a stove while someone is trying to cook... - Ironsight.
4. Added the last of the chemistry recipes.
5. Updated the ability spreadsheet to add a test weapon set:
- Added the test blade weapon for a more unique draw/holster setup for mod characters.
6. Processed preparsed data files.
7. Updated the HUDCanvas prefab:
- Added the crafting station name and icon to the crafting UI controller.
I would say back away slowly but umm… I think I’ll just shoot you.
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  • SKIPJACK
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  • Chaos, I do it for the Lulz.
  • Posts: 109
#8523
3 months 4 weeks ago
Internal Updates:

1. Updated to the latest Unity release (2019.1.3f1).
2. Updated the shader inspector editor:
- Updated all OnGUI events to use the new duringGUIShow method as per API changes.
- Fixed a few warnings.
3. Updated the Street Brawl and Dual Blade animation sets:
- Removed meshes from all animations and utilized a single avatar for the humanoid rigs to reduce unnecessary storage usage.
4. Added new Scythe animation sets.
5. Updated many power set animations:
- Updated attack hook and play sound methods for better impact syncing.
- Added hit reaction and death reaction methods for a few of them.
- NOTE: We need to add a few new components HitReactoin and DeathReaction and pass these values in from the PreParsed clientside library; these will obviously be processed into the spreadsheets, but the server doesn't need to reiterate that to the client.
6. Cleaned up the Iron Valley content directory:
- Removed some old tools used for hologram render testing and screenshot renders of hologram shaders.
- Started the process of organizing that directory so that the other Iron Valley art can be added.
7. Updated the main camera editor script:
- Fixed a few errors causing the inspector to render some fields oddly.
- Fixed a few warnings that lingered.
8. Updated the MMOAppearanceModuleManager script:
- Updated a few methods to use the new prefab handling system as "the concept of creating empty prefabs no long exists..." (such a stupid decisions Unity).
9. Updated many scripts:
- Cleared up 720 warnings, but 45 remains; the majority form third-party code, obviously.
10. Updated the dialogue system:
- Updated the support for Articy Draft 2.
11. Updated the sector streaming solution.
12. Updated the ambient audio system.
13. Removed some old third-party javascript scripts.
14. Updated the HumanoidAppearanceConfig and the AnimationMode scripts:
- Added new animation state naming convention to better share animations between power sets with far less server and client data storage.
- Added special draw and holster state for testing the Katana power's use of the custom appearance module system; this is going to be used to allow mods like AEGIS and Lodestone to swap weapons more easily.
15. Updated the DrawPathToParticle component for use with the telepathy trait:
- It now uses the new particle system.
16. Updated the water shader:
- Removed a bunch of elements not currently needed for Valiance including HDRP and LWRP shaders and components.
- Updated scripts to resolve warnings.
17. Updated the spline toolset to allow non-destructive spline node stretching while using triplanar polygon replacement for the edges of straight meshes; will have the art contract go back in and touch up his roads with this.
18. Added the new highlight/selection system:
- NOTE: The current system hasn't been fully replaced, but will soon.
19. Added new hologram shaders.
20. Updated the laboratory crafting workstation:
- Removed "Laboratory" from the description field.
21. Updated the AreaSanCielo scene:
- Updated the laboratory workstation position.
- Updated the M.U.S.E. cabinet terminals positions.
22. Updated the AreaMorpheus scene:
- Added the new laboratory workstation and processed its hotspot for the server.
I would say back away slowly but umm… I think I’ll just shoot you.
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  • SKIPJACK
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#8548
3 months 2 weeks ago
Internal Updates:
Notice. This is part 1 of updates being streamlined into the game, more will be delivered once the game registers the changes.

1. Updated to the latest Unity release (2019.1.5f1)
2, Updated the new Super Strength, Sword & Shield, and Gravity Manipulation animation sets:
- Removed base models from all animations; used the default animation set avatar for model referencing.
3. Updated particle effect sets:
- Removed all unnecessary scripts and shaders; transitioned to our own custom shaders.
4. Reorganized and sorted older Iron Valley art content:
- Deleted some redundant content.
5. Deleted the old Art/Logos/ directory:
- Relocated all content to the Art/Props/Logos/ directory.
6. Updated the sector loading system:
- Updated a few scripts to improve chunking algorithm and speed.
7. Updated the spline system:
- Updated scripts for general bug fixes and to clear up warnings from soon to be deprecated code.
8. Updated the sky shader:
- Updated scripts to continue the optimization process.
- Added more hooks for real-time implementation of the weather system.
9. Updated the water shader:
- Updated scripts to continue the optimization process.
- Updated scripts for general bug fixes and to clear up warnings from soon to be deprecated code.
10. Added new 3D art for Skyeline Center and Iron Valley:
- Added billboards and advertisement signs.
- Added new exterior and interior props.
- Added new weapon collection for stores/vendors; added prefabs for weapon swapping.
- Added new environment textures; optimized and consolidated existing textures.
- Added new particle effects for interiors and exteriors.
- Added the new San Cielo full map environment update.
11. Added new 2D and 3D logos:
- Added special logos for navigating the new dynamic mini-map.
- Added Chinese, Japanese, Latin, and various alien alphabets for custom signs and logos.
12. Added new harvesting tools for gathering elements for crafting:
- Knife.
- Hammer.
- Pickaxe.
- Axe.
- Shovel.
13. Updated the in-editor animation modification tool:
- Updated some curve elements to use the new API methods.
14. Added the new dynamic audio system.
15. Added many new icons for different elements:
- Crafted items.
- Power set abilities.
- Enhancements.
- Amplifiers.
- Modification items.
I would say back away slowly but umm… I think I’ll just shoot you.
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  • SKIPJACK
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#8549
3 months 2 weeks ago
Internal Updates:

1. Updated the AreaSanCielo_New scene:
- Added the new road systems update which take into consideration Jax's and Legacy's new ideas to use as much of our current art content as possible for this environment pass:
- Updated the sky shader profile to include rain and snow for the weather system.
2. Added environment art collections for various content elements:
- Roads.
- Street Lights.
- Trash.
- Sidewalks.
- Interface Panels.
- Walls.
- Pillars.
- Buildings.
- Interactive Media.
3. Added placeholder art for various interiors:
- Grocery Store.
- Hydro-Fuel Station.
- NameSake Media.
- Starfront Recording Studio.
4. Added new art work for Kaos Lounge interior:
- Set up all chair and sofa prefabs to be interactive for sitting.
- Added hotspot areas to the rear of the bar area to allow the bartending skill set.
- Added stove and cooking hotspot to the kitchen area.
- NOTE: Players will currently use credits to access the refrigerator interactor to act as the grocery store vendor and then use those items to cook at the stove; we'll eventually have the grocery store vendor setup and/or the players can find their own way to collecting recipe items.
5. Added interior art collections for various content elements:
- Laboratory Elements.
- Space Elements.
- Alien Growth Cysts.
- Interiors Walls.
- Levers.
- Doors.
- Control Panel Interactors.
- NOTE: These currently have prototype placeholder textures and will need to be updated as soon as possible.
6. Added new NPC business and casual attire:
- NOTE: We'll make these available for players once we get them setup on the new rig to use body and face morphs.
7. Updated the sky shader:
- Improved memory usage signficantly.
8. Updated the internal modelling tool:
- Fixed asset exporting.
- Setup backdoor exporting using the new fbx exporter from Unity.
9. Updated the IK solutions.
10. Updated the ragdoll puppeteer system.
I would say back away slowly but umm… I think I’ll just shoot you.
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  • SKIPJACK
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  • Chaos, I do it for the Lulz.
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#8552
3 months 1 week ago
Internal Updates:

1. Moved the Space and Planets directories into the Novera project repository:
- Moved the space scene for the Beyond Human trailer to the Novera project repository as well.
- NOTE: We're currently bring down the shaders from the build threads by moving all materials to our custom shaders or out of the project into their respective game repositories to improve build times and build sizes.
2. Moved the AreaSanCielo scenes into the new Scenes/AreaSanCielo_Versions/directory:
- The scene is now AreaSanCielo_History as we're moving the AreaSanCielo_New scene into be the "actual" AreaSanCielo for official internal testing.
3. Updated the AreaSanCielo_New scene to be the AreaSanCielo scene:
- Added new environment art.
- Updated the roads and terrain.
- Repositions mob, NPC, and quest nodes to proper areas in the new environment.
4. Updated the accountflags JSON file:
- Cleaned up line endings.
5. Updated the AreaSanCielo positions JSON file:
- Updated the player start location and the initial mission hotspot trigger.
6. Updated the Art/Environments/directory:
- Simplified the organization and moved the San Cielo terrain contents to the Scenes/Areas/SanCielo/directory.
- Deleted many old directories that contain art that is no longer aligned with the final look of the game or overall art director.
- Ported others into directories more fitting of their style and presentation.
7. Added new named buildings models:
- NOTE: The contractor has began placing many of the buildings, but there are more to be placed as well as lots and roads to be moved or adjusted; do not build this release for testing until further notice.
8. Rebuilt the lighting for the laboratory for the Late Nights At The Lab mission.
9. Removed old testing scripts.
10. Added new floating building platforms to Skyline Centre.
I would say back away slowly but umm… I think I’ll just shoot you.
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  • SKIPJACK
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#8582
3 months 1 week ago
Internal Updates:

1. Huge shader clean-up pass:
- Removed all unused shaders following our transition to our custom shaders.
2. Added floating platforms for high-rise shops and living quarters.
3. Updated the AreaSanCielo scene:
- Fixed a few bugs with architecture to work on improvements for the upcoming patch.
- Added new art.
4. Added concept art references.
5. Moved work-in-progress San Cielo environment to the Scenes/AreaSanCielo/ directory.
6. Updated to the latest version of Unity (2019.1.6f1).
I would say back away slowly but umm… I think I’ll just shoot you.
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  • AEGIS
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#8590
3 months 4 days ago
Internal Updates:

1. Updated the hologram shader
- Simplified a lot of the code to improve performance
- Updated all related materials to use the new version
2. Updated all ability visual effects
- Updated them to use the new particle instanced indirect shading methods to improve performance
3. Updated all environment foliage
- Updated all shaders to use instanced indirection shading methods to improve performance
- Added prefabs for all Speedtree foliage objects
4. Updated the terrain rock shaders
- Added instanced indirect support
- Cleaned up the directory to remove all prefabs and shaders that aren't using the indirection shading methods/shaders
5. Removed more placeholder art content that is no longer used
- Environment
- Character
6. Added new character art for the Los Rojos mob
- Added head for Lionspaw Los Rojos NPC
- NOTE: The character art contractor will be adding vertex coloring to the mesh so that it will work with the new fur shader and then we can finish assembling that NPC
7. Updated all mob and player prefab ragdolls
- Fixed the ragdoll lock-up bug
8. Updated the AreaSanCielo scene
- Rebuilt the light maps
- Deleted all trees and rocks; our new terrain shading and vegetation system is now procedurally populating all terrain meshes and their content with optimal shading and rendering methods
- Baked new persistent mesh terrain data
- Updated many environment elements
- Updated NPC placement and interior elements
9. Updated the water shader
- Improved performance and optimized rendering distance handling
10. Updated to the latest version of Unity (2019.1.7f1)
11. Added new props and landmarks for the Skyeline Centre district
12. Updated internal environment art creation tools
- Added more functionality
- Fixed a few errors and general bugs
13. Added more concept art for outfits
Last Edit: 3 months 4 days ago by AEGIS.
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  • AEGIS
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#8611
1 month 3 weeks ago
Internal Updates:

1. Removed the root Art directory
- Merged all art from all concepts and environment references into the new Content directory
- Sorted all art elements into their respective directories there
2. Removed the old magic visual effects
- Added the new arcane vfx directory and particle prefabs
3. Added new vehicle shield visual effects
4. Added new stealth visual effects
5. Updated the water shader
- Added new performance improvements and visual effects for flow mapping and vertex shading
6. Updated the optimized terrain mesh
- Removed the modular coastal region and replaced with the new organic coastal beach region
7. Updated the optimized road mesh
- Removed the modular coastal road mesh region
- NOTE: The new organic coastal road regions and the starting platform (the City Hall area) will be going in tonight
8. Updated the road and sidewalk textures
- Reduced all texture resolution by half for performance improvements
9. Updated the AreaSanCielo scene
- Continued merging in the organic terrain and roads
- Updated NPC spawn points
- Added new spawn points for the Los Rojos gang
- Added new spawn points for the Rowan Oake gang
- Added more spawns for the Perpetrator gang
10. Updated the editor modeling tools
- Fixed some bugs with materials being reverted on mesh editing
11. Updated the dynamic audio system
- Setup smooth transitions for world state transitions exploration, combat, and district
12. Added new prop animations for role-playing area
- Bartending
- Boxing
- Golf
- Cards
- Sitting
- Eating
- Drinking
13. Added the new Prisma Celeste platform based on the original and updated concept art
14. Added new animations for gang boss fights
15. Added new reference art and concept art from the contractors
16. Added new interface art elements
17. Added all source models from contractors' work
18. Added new Harbor View concept art section to the Content/Locations/ directory
- NOTE: The art contractors will be using these references to help them rendering proximity meshes for the region of Harbor View that will be seen across the ocean from Skyeline; they are also working on a Bay Spires reference and concept collection
19. Updated to the latest Unity release (2019.1.11f1)
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  • AEGIS
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#8614
1 month 2 weeks ago
Internal Updates:

1. Updated the pedestrian animations
2. Added new NPC outfit art
3. Updated the AreaSanCielo scene
- Added more environment chunks from the new map
4. Updated the NPC animator controller
- Added new states for the NPCs and pedestrians for environment interaction and emote behaviors
5. Updated to the latest version of Unity 2019.1.12f1
- NOTE: Unity will propose that you move to 2019.2.0f1, but don't do that as we're not moving to 2019.2 until after our next patch release
6. Added new vehicle interaction animations to support the new mount and external vehicle interaction system
- Enter/Exit animations for cars, boats, bikes, and air vehicles
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  • SKIPJACK
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  • Chaos, I do it for the Lulz.
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#8619
1 month 4 days ago
The Updates:
Internal Updates:

1. Updated road and spline tools.
2. Updated the AreaSanCielo scene:
- Transferred more of the organice road network.
3. Added new materials and textures for the sidewalks and vary building platforms.
4. Updated the 4-lane, 3-way connector model:
- Removed some unnecessary geometry to aid in the automated vertex welding process when snapping intersections.
5. Updated the Setup_Roads scene:
- Updated the 4-lane, 3-way connector prefab.
6. Added new vehicles and vehicle concept art for Skyeline.
7).Fixed bug with the internal modelling tool that flipped faces when using the cutting tool.
I would say back away slowly but umm… I think I’ll just shoot you.
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  • SKIPJACK
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  • Chaos, I do it for the Lulz.
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#8620
1 month 4 days ago
Internal Updates:

1. Removed unused Visual Studios project files.
2. Updated some vehicle animations.
3. Updated the base animations and meshes for the Cyber Soldiers pets:
- Updated animation events to use new sounds for their blaster weapons.
4. Updated the entire road network system:
- Added new optimized road pieces and added a new dynamic prefab child system to make it easier for the art contractors to add new road pieces to networks within rigorous reconnection efforts.
5. Updated the Prisma Celeste monument:
- removed the terrain grass element as we're now using our new mesh terrain system for auto-terrain population and instanced handling of nature elements.
6. Deleted old road prefabs that are no longer used with our transition to the road system
7. Added new wrestling/grappling animations for R&D testing.
8. Updated the AreaSanCielo scene:
- Imported more elements of the organic road network from the test scene.
- Updated the grassland biome mask; added a beach and forest biome mask set for the beach and forest regions of the new environment.
9. Updated the liysync tech to optimize use with NPC dialogue and NPC barks.
10. Updated the project to the latest version of Unity 2019 (2019.1.14f1).
11. Optimized the new ocean, rivers, lakes, and pond meshes into a single mesh and reduced the mesh's polygon count significantly.
12. Added 32 new buildings meshes for various Skyeline buildings:
- Added a few landmark elements.
13. Added new concept references from the California coast and various California mountain range; the artists will be using these for terrain styling and design.
14. Added new weapon shop and weapon concept art.
15. Added new melee, rifle, and shotgun weapon types for character creation implementation:
- NOTE: The new pistol and rifle sets have skins that will be added, but there are no masks for custom coloring added yet, but these will come in a few weeks after priority environment work is complete.
I would say back away slowly but umm… I think I’ll just shoot you.
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  • SKIPJACK
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  • Chaos, I do it for the Lulz.
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#8621
1 month 4 days ago
Internal Updates:

1. Cleaned up the road materials and textures.
2. Updated the organic road materials:
- Improved tile rendering on the organic roads.
3. Updated the T-Intersection prefab:
- Added new children objects for the sidewalk, crosswalk, and the holographic vehicle barrier.
4. Updated the SanCielo biome spawn package:
- Added a few new plants.
5. Updated the road collective fbx:
- Added more meshes for various road pieces, including new highway road meshes and highway on-ramps and off-ramps.
6. UPdated the AreaSanCielo scene:
- Imported more road segments.
- Imported more terrain segments.
- Combined terrain elements and updated vertex shading.
- Rebuilt persistent vegetation scriptable object.
I would say back away slowly but umm… I think I’ll just shoot you.
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  • SKIPJACK
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  • Chaos, I do it for the Lulz.
  • Posts: 109
#8622
1 month 4 days ago
Internal Updates:

1. Updated the AreaSanCielo scene:
- Imported more terrain chunks; merged the terrain world object.
- Updated the terrain complete model.
- Imported more organic road elements into the road network.
- Added new building platforms.
- Updated the persistent vegetation scriptable object.
2. Added new building and prop art.
3. Updated the San Cielo biome collection:
- Added the new coniferous forest biome and moved all elements of the generic forest biome into it.
4. Added new alien vegetation
I would say back away slowly but umm… I think I’ll just shoot you.
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  • AEGIS
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#8656
3 weeks 4 days ago
Internal Updates:

1. Updated the MUSE cabinet
- Updated the entity ID on each
- Updated the entity file
- Updated the server mission data to include new procedural missions for the Skyeline area; NOTE: QA and CM expect a document with details on how to trigger these events for testing and live implementation
2. Updated the core shader framework
- Added new shaders for skin effects like lava, frost, and quite a few others for the character generation pass 4
- Fixed some surface rendering issues with reflection probes
3. Updated nearly all of the Skyeline materials and textures
- Started the process of implementing a managed-size for materials and textures; so far performance is skye-high
4. Added new updated to the road tool
- It can now instantiate full model prefabs including parking lots, parking lots + building lots, or just entire building structures for easy implementation of art
- NOTE: This will ease the amount of work that we have to put into importing contract work, allowing them to deliver and entire building and it's platforms and surrounds and we single-click it into the world
5. Added new set of cars and ad-vehicles
- Updated the sci-fi hologram texture to allow video playback for animated ads
6. Added new custom prefabs for road intersections
- The old test road collection is now the office "Skyeline" road collection;
- NOTE: The contractors are working on one more set of roads for Skyeline that will be used near the City Hall building and that more government business area; it'll have the sidewalks split with one side being solar panels and the other being the normal concrete
7. Updated the AreaSanCielo scene
- Added a ton more of the organic roads from the test scene
- Added more of the new buildings from the updated building collection
- Updated the vegetation biomes
- Updated mob spawn positions and added spawn locations for Los Rojos gang as well as the Ratasin mutants near the sewer area entrance
- Added more chunks of terrain from the test scene; the beach is pretty much complete
8. Added the last of the new buildings for all of the named locations in Skyeline
9. Updated our editor serialization tools
- Added more functionality for future content automation
10. Added concepts and references art from the contractors for documentation
11. Added a massive amount of new art for NPCs and pedestrians
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  • AEGIS
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#8657
3 weeks 2 days ago
1. Updated the skin shaders for the Character Generator v4
- Added new pigmentation shading versions to separate the default coloring of the skin for various pre-cosmetics purposes
2. Added new bridge art
3. Updated the AreaSanCielo scene
- Imported a ton of art from the development scene to the live scene
- Updated the persistent vegetation data

NOTE: Once we finish textures on a few more buildings we will be releasing this patch to the live server.
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  • SKIPJACK
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  • Chaos, I do it for the Lulz.
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#8660
2 weeks 4 days ago
Internal Updates:

1. Added new roadside and intersection props.
2. Updated all intersections to use the new new intersection props.
3. Updated the internal animation configuration tools:
- Fixed some warnings and errors associated with the latest Unity 2019.1 release.
4. Updated the AreaSanCielo scene:
- Added more segments of the new organic roads.
- Added more segments of the new organic terrain.
- Added new props.
- Added new foliage.
- Cleaned up the hierarchy to remove old objects no longer used; deleted those resources.
- Updated the reflection probe settings to reduce rendering cost.
5. Removed the old cinematic anti-aliasing shader:
- Moved to the new Post-Processing Stack V2 anti-aliasing shader as it's native and more performant now.
6. Added new light rendering functionality with volumetric fog options.
I would say back away slowly but umm… I think I’ll just shoot you.
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  • SKIPJACK
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#8663
2 weeks 2 days ago
Updates:

1. Added new street props:
- Lights.
- Benches.
- Disposal.
2. Updated the AreaSanCielo scene:
- Added new road network settings and props.
- Updated more buildings and added new building lots and parking blocks.
3. Added new concept art references.
4. Updated the AreaSanCielo scene:
- Added new buildings, building platforms, vehicles, and props.
- Imported more terrain blocks.
- Updated the road network.
- Updated the persistent vegetation data file.
5. Updated intersection elements for the T and X intersections:
- Added new traffic lights and parking decals.
- Updated the road mesh collection.
6. Added many new decals and billboards signs for companies and products.
I would say back away slowly but umm… I think I’ll just shoot you.
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  • SKIPJACK
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#8746
5 days 2 hours ago
Updates:

1. Updated the LED crosswalk texture and material
2. Updated the X intersection prefab:
- Updated the traffic light positions.
3. Updated the AreaSanCielo scene:
- MASSIVE environment update.
- Added new roads.
- Imported nearly all of the organic terrain from the development scene.
- Combined all required terrain meshes into a singular mesh.
- Rebuilt the persistent vegetation data to bake data to the new terrain mesh combination.
- Updated the San Cielo tropical biome file to reduce grass density.
4. Massive shader clean-up:
- Optimized keywords.
- Removed old shaders no longer in use.
- Added new shaders.
- Merged shaders that were similar to others together.
- Updated many materials to utilize new shaders that were broken by their shaders being removed.
5. Updated sword and shield animations:
- Updated attack hook triggers.
6. Updated the AreaSanCielo scene:
- Updated many environment elements.
- Added new environment elements/props.
- Added more organic road elements.
- Added more organic terrain elements.
- Added new materials for different terrain types and positions.
- Updated entity positions for interactive world elements.
- Rebuilt vegetation shader data.
- Added the new river path through the city.
7. Rebuilt all tree shaders and materials.
8. Updated many third-party scripts:
- Removed 80 script warnings.
- Transitioned many scripts to the latest Unity release (2019.2.5f1).
9. Added new road network elements:
- Updated all parking lot prefabs.
10. Updated the AreaConfig prefab:
- Improved overall rendering processes.
- Updated some layers' rendering distance.
11. Updated Unity to the latest release (2019.2.5f1).
12. Added new concept art and outfit references to the Content directory.
I would say back away slowly but umm… I think I’ll just shoot you.
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