199,294 Commits over 4,140 Days - 2.01cph!
Moved tree stumps to their own prefabs
Created bootstrapper stuff and a switch for it.
Removing ExportedObj folder from plastic
updated player gesture source
Don't delete the spawnhandler on a listen server
Tree layer (for perf tests)
Not moving trees into Network heirachy seems to fix group < errors
Changed network rotations to send as vectors
Don't send trees in every snapshot - only the first one
Don't send a full snapshot when spawning dead
baseNetworkable.networkOwner not used for anything
Added 1st pass player 'pickpocket' anim & set up clips
Set up pickpocket mechanim states & added 'loot' parameter
Added TerrainColor and TerrainColorModifier
Refactored TerrainOverlayModifier and TerrainSplatModifier
Made terrain modifiers get applied in Awake()
Added unix standalone builds.
can now drag and drop external replay files onto the menu to view them
Fixed Builds directory not being removed.
Manually added example build output.
Fixed problems with bootstrapping
Merged TerrainColorModifier and TerrainSplatModifier as they should be used together
Added some rocks that set their underlying splat to dirt to test the whole thing (I know it still looks kinda horrible)
Re-organised directory structure.
Added gizmos to all terrain modifiers
Made all terrain modifier radii scale with the y object scale
Renamed materials. Will plastic track it?
Fixed TerrainGenerator client / server init fuckup
Added network compression
Merging tree-sync-experiment to main
Small menu fix, and removing temp tree files.
1st person eating animations
added player looting animation source
Added player looting anim & set up clips
Fixed compile error
Throw exception on compile error
More Water shader updates. Updated river and lake assets for island_large1
Fudged menubackground to avoid compiling GI (because it crashes the build server)
Fixed warnings
adjusted positioning of the 1st person eating animations
Fixed naked player normal map glitch.
Quick fix for stuff trees etc notspawning on servers
Fixed network compression size threshold on broadcast
Fixed defaulting to shitty quality
Fixed not being able to hit trees
Fixed gesture animations playing by default.
Fixed NRE in DamageIndicator
GitSync + New fancy spawnicons
- Added a NavAgentSlowTrigger script to slow down Agents when inside trigger volumes (river crossings)
- More shader and scene updates
- Fixed some issues with GroupsAgentMoveTo
[ultimate_soldier] some mission progression stuff