199,902 Commits over 4,140 Days - 2.01cph!
Updating example textures
Steam fixes
WIP sleeping stuff, bugged and hacky but amusing
Added ExitActionChain to EffectSettings, an optional chain that gets created and fired when RemoveEffect is called on the Agent
Refactored SetAnimatorTrigger to SetAnimatorParamater
Editor improvements to better display action chains and paramater based modifiers together
Updated texture handling in d3d11
Fix for bad river transition into ocean; doing a smooth fadeout; should hold until I get back
properly(?) added public benches to sat dish prefab
fixed the 'bug' where the players' spine would bend unnaturally when he looked straight up.
merged sphere tank monument in
placement radius stuff for new sphere tank
Subtracted changeset 9596
Clamped third person player spine bending by lowering the body weight
Added sphere and capsule deploy volume types
Added deploy volumes to water catchers
Added support for multiple deploy volumes on a single object
Deploy volume layers are now specified per-component
Moving a bunch of thirdparty stuff into Standard Assets to speed up editor recompiles
Deleted unused stuff
Added a bunch of exploit testing rocks to CraggyIsland
Made GetEnumarableOfType faster by returning list of Type
Added Unit.CurrentZone property, set on init
Added special debug replay mode
Unfucked satellite dish prefab
Disabled BaseNetworkable.OnValidate on prefabs that are nested via Scene2Prefab
Unfucked sphere tank prefab
Made warehouse monument a bit more interesting
batching.verbose defaults to false
Fixed MeshBatch refreshing too often
View model updates are pretty much done for now.
-re-renamed units.wolf to unit.wolf
-moved influencemaptypes into its own file
-re-set humans with a 'safety' affector
-added a consideration for safetyAtPoint
batching.verbose can be enabled by everyone
Moving editor files around a bit
Adding art for the pumpkin plants, models, textures, lods, gibs
Missing meta files for the compound walls