193,481 Commits over 4,079 Days - 1.98cph!
If too many spawnables on load, delete a bunch of them
Fixed invisible feet shadows
Fixed twitchy shadows when dead/wounded/asleep
Fixed some clutter issues
Disabled clutter rocks for now since they appear extremely floaty with the new per-pixel terrain displacement
reduced extra-long delay chance
fixed compile errors with grenade
grenade polish
beancan grenade first pass
beancan grenade first pass
giddyup - merged research table into main
re-added merge stuff
finalized first pass of research table
fixed the horse LOD
tweaked some animations on the horse
drop tables for research table
Fixed drag and drop out of inventory
Fixed accidentally dropping items in the lines between the slots in inventory
Bunch of bugfixes for research table
greyout locked slots
Removed a bunch of hopefully redundant layers from the footstep detection (fixes footsteps inside players)
Disabled checksum disconnect until next month
Halving tree count (Speedtrees in Unity aren't speedy at all)
Reducing animal count
Tweak Menu timings - time layers
Moving all Unit settings, prefab and view assets into Resources/Units
- 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
Better heightmap distortion
Fixed pseudo procedural erosion not being applied properly
Rivers and lake are actual water.
Goosey has been committing to the wrong branch :S
Faster billboard rendering. Rivers flow down instead of up. Scene stuff.
view model SMG animations
setup the SMG mecanim controller
Tweaks menu - timings boilerplate
Smoother cross blending of terrain features, prefab mountains and monument terrain requirements
- Enemy abilities now support deactivation and duration timers
- Enemy shield ability values tweaked
added torch animation controllers to swamp court to make lights flicker
Disabled overlays (for now)
Added UI overlays for end points