200,046 Commits over 4,140 Days - 2.01cph!
Adding AK, textures and lods
Documentation updated during deployment build 5a30171a-1913-43b9-8df0-04f1475a5b59.
Documentation updated during deployment build 5a30171a-1913-43b9-8df0-04f1475a5b59.
Fixed some remaining issues after the namespace change.
Post-build deployment, GUID: c14dff46-7fe6-47aa-b0b3-36def68ef7e0
Fixed the corner meshes to use notch and pass, simplified some textures, aged the exterior texture
fixed some zfighting on pillar in some cases, added a proper floorboard texture for floors/ceilings
Deleted empty folders in Standard Assets
updated anim events for Ape forehand
added new net shader (uv scrolling currently not working, shaderforge bug) added new court floor shader for ian
Checking in the new roof prefab idea, all pieces in and waiting for implementation ~~ @garry
Added very quick Ape forehand body shot
Added a shitload of props from the asset store that we intend to be placeholder but will probably never get changed
Small radtown scene2prefab
Added WW court and new image effects so main project matches the art test project. Changes to the camera handler
re-exported grating as seperate elements to fix draw order issue
updates to Ape forehand body shot hit position
Fixed the LegacyCabinet prefab after having renamed some MonoBehaviours it used.
Added progress bar to "Tools/Update/Terrain Normal Maps"
Backported useful Time of Day tweak for per-pixel fog from the latest release (can't update due to b14)
EntityComponents can define menus too
Added basic loot crates to radtown test
Changed ResourceContainer to use EntityMenu instead of OnUse
Fixed bug that water-refracted objects would have fog applied twice
sleeping / wakeup animations for rabbit / stag / wolf
Patched in per-pixel fog color proof of concept
Tweaked sky parameters to look better with per-pixel fog
Added hacky fog multiplier to water to tweak the horizon color fit (to be fixed in a better way)
Made ConvarWater toggle the visual checkbox in the material inspector in addition to the internal keyword
Updates to Ape source anims
some texture polish for log wood set
Tweaked water fog multiplier
Checking in the brick and metal frame building max files.
Checking in the metal and basic brick buildings - LODs and COL meshes done.
keypad lock status visiblity increased
AnimalAnimation distance scaling
Fixed large woodbox slot count
Fixed ore resource counts
Fixed chick cluck volume
Fixed flesh attack volume
Fixed bug in AIObstacle
Fixed bug in AIObstacleMesh that canceled out the recently fixed bug in AIObstacle #JustProgrammerThings
Server log now shows reason for disconnect
Updated shot table and controller to match new anims
Reorganized animal decision making.
Animals now better at hitting moving targets.
Fixed "server is closing" error
Animal AI no longer uses Behave.
Cleaned up profiler samples.
Fix for maxhealth being clamped to 69 on first life
starthealth is now random range between 50-60
[block_party] changed screenshake so shakes dont cancel eachother out
backing up source files so far for bld log set
fixed lock/unlock colors being the wrong way around on the keypad
added sleeping functionality for all of the animals