199,902 Commits over 4,140 Days - 2.01cph!
RandomStaticObject and RandomStaticPrefab run on the server as well
-made influence consideration more reasonable (ie. 0 influence safety = middle of the curve, -1 safety = 0, 1 safety = 1)
Fixed materials of the small bridge
This folder should not exist (I think)
Wolf prefab affector and rename
Removed foundation from windmill models, updated the skin prefab as well.
tweaked skybox to be lighter, added alarm light with animations
tweaked skybox to be lighter, added alarm light with animations, tweaked lighting on wild west court,
Subdivided road and river meshes into smaller submeshes (easier on the physics system)
Fixed asset create not working for some data types
BeforeDebug work
Rename before debug folder
Nuking and moving some editor utils
Fixed weapon switch on client.
Fixed bug with species creation where unit prefab wouldnt get assigned
Stopped HumanEditor showing handles outside of playmode (caused errors)
-not quite working implementation of a InfMap consideration.
Workshop download/preview in editor
Shifted the Influence At Point Consideration to its proper folder, and created a Unit.Any.ConsiderSafety consideration asset.
Fixed so that InfluenceAtPointConsideration Score returns the Score and not the Response.
Added the new Consideration to DSE for adding wood to the fire and harvesting resources.
New player rig
Make sure icon is square when uploading
Made example tshirt texture a png, to make it more accessible
Blank tshirt
Changed icons to png
Expanding BeforeDebug a bit, all species can now be spawned in-game from the spawning tab.
A little InflueceMap.cs cleanup (redudant field initializers)
Entity now stores WeightedObject instead of EntityView for view prefabs
Fixes and tweaks after weighted object change
▇▇▊▍▌▊▌▇ █▌▋████, ▆▉▅▇▄▊▊▅▇ ▅▌▍ ▉▆▌▇▅▉▄ ▌▌▋▊▇▋██▄▇ ▌▌▅▄▇▄ ▅▅ ▊▆▅▊▆▆ *▋▄▊▆*
Sound and ambience refactoring
Visual Studio Tools 2.0.0.0