193,473 Commits over 4,079 Days - 1.98cph!
ReorderableListDrawer fixes
Automated Windows Build #79
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adjusted some animations and positions of several viewmodels so they don't clip into camera
ReorderableListDrawer generics, interface, hell.
Pushed back river backface clipping
Cowboy backhand anim + updated forehand meta
- Added Emotes to the Unit debug view
- Added DecisionLayers filtering to DecisionPlanParametersDrawer
- Added DecisionLayerAttribute to pipe in DecisionLayers filtering
re-exported grass mesh and synced its uvmapping up with grass so lightmap works on it properly. repositioned trees and roots. undulated the ground a bit. removed lights, working on light emission. added lightprobes. added normal map for court lines.
added normal map for court lines, undulated grass outer mesh
Added missing occlusion strength
Updated cliff abledos with AO
Mat update
Added free base and detail map ambient occlusion to "Rust/Standard Terrain Blend" (input -> albedo alpha)
-removed now-useless Considerations
-yamfm
- Minor space game update with a few bug fixes, movement change and ability nerfs
Actually fixed GoalSettingsEditor guistyle errors, updated lots of conditions and considerations new getters
- Increased cooldown timers of some abilities
GoalSettingsEditor GUIStyle error fix
- Added DecisionLayers and ConditionTypes enums, abstract getters in ConsiderationSettings, ConditionSettings
- Fixes cs 2646
- Fixed GoalSettingsEditor not showing child goals
- Added some background styling to GoalSettings plan and child listing
- BeforeEditorLayout.DrawContentGroup now takes an optional GUIStyle to use for the container
- FindBestInteractionPlanVariant passes smart_object as DC target
FOR FUCK SAKE asteroid tileset, recenter area C
-made a bunch of Conditions to replace boolean Considerations
- Fixed the way Room creates it's bounding box
Added Cowboy racket, Updated prefab, Started cleanup
- Fixed some Health/MaxHealth enemy issues
checkin for backup before I try and fix wrist twist bone
- The amount of damage a BaseEntity can take in one hit/shot can now be capped to a % of total health
- Capped Timmy Turrets max single damage to 5%
- Death Row now does target entity MaxHealth as damage, instead of just destroying it (same outcome most of the time, but allows it to be capped properly on bosses etc)
tweaked specular values on some water effects.
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Health meter tweak, Transitions folder set-up.
human male and female now have a blendshape on the eyes called "small" that ranges from 0 (big) to 100(small)
- PLAYER MOVEMENT CHANGES: Increased deceleration speed (3->4.5), increased turn speed (15->100).
- BaseMovement now has a max speed random range. Set some default ranges for enemies.
Rock_cliff_a generic detail texture set
Rock cliff meshes, with shared atlas textures
Automated Linux DS Build #78
Automated Windows Build #78
Automated Linux Build #78
* Bump Steam.inf version so I don't forget to do it later
* IP ban some naughty server
- Removed some debug stuff
Automated Linux DS Build #77
Fixed dx9 low quality LOD<300 blend layer shader (#305, #306, #307)