200,714 Commits over 4,171 Days - 2.01cph!
textured and exported fish skull to swamp court env, set up material.
RPG type 3 fbx + prefab + textures + material + LODs
Added UI overlays for end points
Disabled overlays (for now)
added torch animation controllers to swamp court to make lights flicker
- Enemy abilities now support deactivation and duration timers
- Enemy shield ability values tweaked
Smoother cross blending of terrain features, prefab mountains and monument terrain requirements
Tweaks menu - timings boilerplate
view model SMG animations
setup the SMG mecanim controller
Faster billboard rendering. Rivers flow down instead of up. Scene stuff.
Goosey has been committing to the wrong branch :S
Rivers and lake are actual water.
Fixed pseudo procedural erosion not being applied properly
Better heightmap distortion
- NameGenerator cleanup
- Added Human:Unit class holding HumanInfo for name and other textual data
- Added some delegates for singular unit selection to help with UI widget display
- Cleaned up Tribe and added generated unit name assignment
- TOD Tweaks
Moving all Unit settings, prefab and view assets into Resources/Units
Halving tree count (Speedtrees in Unity aren't speedy at all)
Reducing animal count
Tweak Menu timings - time layers
Disabled checksum disconnect until next month
Removed a bunch of hopefully redundant layers from the footstep detection (fixes footsteps inside players)
Bunch of bugfixes for research table
greyout locked slots
Fixed drag and drop out of inventory
Fixed accidentally dropping items in the lines between the slots in inventory
drop tables for research table
fixed the horse LOD
tweaked some animations on the horse
re-added merge stuff
finalized first pass of research table
giddyup - merged research table into main
beancan grenade first pass
beancan grenade first pass
fixed compile errors with grenade
grenade polish
reduced extra-long delay chance