193,304 Commits over 4,079 Days - 1.97cph!
Savas portals
Stamina regen while walking at 50% (exposed on prefab)
TOD particle at night hack to stop looping
Skele FX, tweaks
tree deform should mostly work, still room for lots of polish
graveyard
night LUT
fireflies
Blunts.
Deleted some treasure.
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Removing old reporting system
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Tree component destroys the parent resource entity when felled (after impact)
Tree component drives "extra wind" for felling trees
BeforeFoliage shader uses global wind vector, exposes extra wind vector, uses Vector4 (needs more tinkering from someone with a brain)
Fixed bad material call in Tree
Biome material library editor improvements
Replaced pines with new asset, Tree component etc
Updated speed trap avatar
Added "Navigation" layer
Removed unused "Sky" and "Sky Reflection" layers
Rocket factory lod materials
Merged rocket factory interior objects for optimisation
Zone+Weather sets shader global "global_Wind" in Update
AI now creates a random squad each match (currently copies the spawn positions from the player's squad though)
stamina use for projectile weapons
autohide hud elements when inactive
hotbar fiddling
Random squad generation wip
Allow non local connection
Renamed Color to Main Color on before/foliage shader due to runtime errors
Updated ASE to latest version with shader instancing toggle
Disabled batching on before/foliage shader + enabled instancing
Activated instancing on tree trunk and leaves material
UnitDmgInfo now calculates the potential minimum health of an attack, taking into account max damage and armour
AI.GetOrderedDmg() is now sorted by potential minimum health instead of potential damage, so the AI prefers to target enemies they can get nearer to death than just a big hit
Race mission fixes
Avatar downloading from Steam Friends
Fixed a bunch of skinnables not having their bundle set
each GameInstance now has it's own System.Random instance and stores the seed.
added RandomRange(min, max) to GameInstance, to be used for deterministic shit. Increments a counter each time it's called, so we can debug/test
attacks that use a damage range now use the GI function not unity's
Attempt to fix rock formation offset
Fixed an interior disappearing on the lowest settings inside the rocket factory
small change to where (moveStateLerped != moveState) is so will stop units from running really slowly