199,990 Commits over 4,140 Days - 2.01cph!
Added RustNative_VersionCheck
Added RustNative Startup Check
Now sort of generatees zones but there's a few bugs like missing off arcs generated at vertices as well as sometimes the face generation fucks up and leaves edges with no face.
Tweaked rock_13 slope offset to make their placement less floaty
Improved terrain height mountain blending
Improved underwater topology
Changed hill / lake noise parameters
Slightly increased valid range of the terrain feature scale
Protocol++ (network + save)
Added new terrain shader with hard-mix/blend, UVMIX, optional flat faces; working fog; cross-platform friendly
Created test material_arctic and assigned to island_arctic1 terrain
Replaced Log2f with a macro
ambiguous call to overloaded function
Fixed redundant redefinition of _GLOSSYENV_BOX_PROJECTION in ScreenReflect.shader
Fixed redundant redefinition of _GLOSSYENV_BOX_PROJECTION in ScreenReflect.shader
[ultimate_soldier] walls block soldiers
[ultimate_soldier] walls block soldiers
[ultimate_soldier] gunshots stop when hitting walls
[ultimate_soldier] gunshots stop when hitting walls
[ultimate_soldier] carpets
[ultimate_soldier] carpets
New Unit Asset Settings system implemented. New group settings not yet implemented, and controllers for spawning not yet using these, but good to get it in. Also including the code for the previous failed attempt.
[ultimate_soldier] changed tilemap structure, blood depth
[ultimate_soldier] changed tilemap structure, blood depth
[ultimate_soldier] prevent shooting through walls
[ultimate_soldier] prevent shooting through walls
Icons for the different types of .asset we have should make it easier to work with.
[ultimate_soldier] trying to get bodies to not cover walls