193,476 Commits over 4,079 Days - 1.98cph!
Removed news from loading screen (didn't work as well as I'd hoped)
Planting seeds doesn't sound like you're about to die anymore
Better spear throw sound
Driftwood shore wetness + shader tweaks
- Stopped a bunch of object pool instantiations that are no longer used
- Removed some unnecessary colliders from enemy prefabs
- 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
TOD wip stuff.
Tree billboards cast shadows.
Storm drain material PBR'd.
Crushed cloud texture blacks, and removed all useless alphas.
Item/Container handling tweaks
Lods for male body and heads.
Fixed a few d3d9 shader compiler errors
Fixed water fog disappearing when moving camera parallel to floor
Updated vm hammer source anims
Updated shadervariants and graphics settings
Updates to character rig source files
Rebuilt Mavis prefab with LOD
Agent Profiler sample grouping moved up to the base Tick call
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
CSV stat import allows you import from files outside of the project
-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
Elvis - Lod added to character fbx
Mavis - Lod added to character fbx
Some 8 splat support stuff, doesnt work yet pls halp @andre
Fixed some gross shit on the trees.
set angular speed values higher on units to avoid them running sideways
added boars to biome (seem to have missed this from earlier checkin)
Mavis - Serve walk issue fix & re-export
changed angular speed so it rotates faster
first pass boar(v rough)
human idle blend pram set to idleBlend instead of speed
ladder models, LODs, COLs, ready to place prefabs
added water skirt, rebuilt test court tree , created shadow mesh
added dylans water effects to test court
tweaked fog and lighting
added shadow mesh and set all other meshes to static
Experiment: Building blocks have placeholder geometry + collider until skin is initialized
Updated cowboy dives and smash
Automated Linux DS Build #205
Removed deprecated ConstructionGrade collision override
Fixed issue with Effects created from EffectSettings assets not passing their settings asset ref into Effect correctly, breaking trigger functionality
Automated Windows Build #205
Automated Linux Build #205