199,548 Commits over 4,140 Days - 2.01cph!
ladder models, LODs, COLs, ready to place prefabs
first pass boar(v rough)
human idle blend pram set to idleBlend instead of speed
changed angular speed so it rotates faster
Mavis - Serve walk issue fix & re-export
set angular speed values higher on units to avoid them running sideways
added boars to biome (seem to have missed this from earlier checkin)
Fixed some gross shit on the trees.
Some 8 splat support stuff, doesnt work yet pls halp @andre
Elvis - Lod added to character fbx
Mavis - Lod added to character fbx
-open file dialog for CSV importing.
-DecisionLog doesn't duplicate entries after pausing and resuming game.
-sparrows don't spawn empty 'Birds' gameobjects
-flocks spawn their Birds containers under Zone->_DecorContainer
-birds disappear much later, let me know if they are hitting performance bad anywhere
CSV stat import allows you import from files outside of the project
Removed stats.csv from the project
Added Boar Agent+ StatCollection data
Updated all stats from google sheet
Remade some wolf prefabs that had been corruped or something
Agent Profiler sample grouping moved up to the base Tick call
Rebuilt Mavis prefab with LOD
Updates to character rig source files
Updated shadervariants and graphics settings
Updated vm hammer source anims
Fixed a few d3d9 shader compiler errors
Fixed water fog disappearing when moving camera parallel to floor
Lods for male body and heads.
Item/Container handling tweaks
Storm drain material PBR'd.
Crushed cloud texture blacks, and removed all useless alphas.
TOD wip stuff.
Tree billboards cast shadows.
- Added health values to playership models for the parts to disappear
- Rebuilt player prefab
- Levelup screen model now reflects current player health too
- Increased health of spikeys from 2 to 4
- Removed some unnecessary colliders from enemy prefabs
- Stopped a bunch of object pool instantiations that are no longer used
Driftwood shore wetness + shader tweaks
Planting seeds doesn't sound like you're about to die anymore
Better spear throw sound
Removed news from loading screen (didn't work as well as I'd hoped)
Queue now counts players that are joining too
Status shows queue size
trainyard, powerplant, water treatment plant prefabs/dressing update
couple rotation fixes in stairs prefabs
Developers/moderators/admins can jump the join queue - and ignore maxplayers
- BaseProjectiles now have a separate Fade definition in inspector
- Impact and Fade effects can be set to take the forward direction of their projectile
- Refactored some BaseProjectile stuff and removed some unnecessary calls to old object pooling setup
- Tidied up BaseProjectile inspector into groups
Fixed potential exception in ColliderBatch / RendererBatch
- Added a WallHitEffect prefab link to BaseEntity for an effect to play when stuff... hits a wall
- Player damagestate anim layer now gets turned on when < 3 health
Numerous TOD/Biome/Post tweaks
Some UI tweaks
Fire light and smoke material tweaks
Fixed consumable effects not using duration mode
This should have been commited.