199,999 Commits over 4,140 Days - 2.01cph!
Automated Windows Build #44
Automated Windows Build #45
Automated Linux Build #45
Automated Linux DS Build #45
- Added LevelSkin component (only materials for now) and some test mats
- Removed forced mission debug
Sandbag decal
Sandbag impact effect
Sandbag PhysicMaterial
Footprints Human Boots Sand/Snow
Footprints Boar Sand/Snow
Footprints Chicken Sand/Snow
Footprints Deer Sand/Snow
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Added breakheld and breakitem debug commands
Fixed community ui not respecting uiscale
Fixed Overlay/Overall parents not working in communityui
Fixed community ui not respecting uiscale
Fixed Overlay/Overall parents not working in communityui
Tweaked wall building shell
Fixed NRE in player model effect transfer bullshit
Error reports contain average framerate + memory usage
Updated Owl Prefab
Fixed masks
Static decor placement is more mismatch resistant
Added murmur hash
Default seed and salt use murmur hash
Fixed HTC Vive support in MusicBox
Renamed 'Monuments' folder to 'Structures'
Dungeon greybox models made so far
Concrete_d texture set
Conc_metal_stains textures improvements
Can pick doors up (need to have no lock and be open)
Can repair shutters/doors
Mesh & material updates from dungeons_greybox branch
Merge from partial_dungeon_merge
Added directional bias to billboard particle lighting (fixes particles being too bright around dawn and dusk)
Species data refactor, store shit in small serialized parameter classes
Species Resource settings boilerplate
Fixed shelves not always falling down when lower shelves destroyed
shelves icon
merging foundation.steps 3m changes
Collision smoothing on foundation.steps metal and toptier
LOD fix
Cleaned up EAC kicking code
Added convar global.timewarning (defaults to false)
Fixed weird campfire glow
added stone floor to temple court and grass
added temple floor and grass
- Level building code work.
- Rebuilt all prefabs
- Testing runtime turret spawning
- Laser turret test
Twig atlas
Toptier atlas
Shrinking some AO textures
WIP on court collision - Added zones to swamp court
Added human corpse Resource
Unit+Resource handles creation of a Resource on death
ResourceSettings.Create(Entity from_entity) overload for creation of resource using an existing Entity's View
Integrating some new building generation and LOD stuff.