255,338 Commits over 3,990 Days - 2.67cph!
Removed deprecated nav_local
Dynamic generation of cover point volumes.
Updated Unity
Started working on Jenkinsfile
Removed DecisionMakerTypes enum, tertiary DMs from agents
Fixed construction atlas material
Some preparations before pushing branch to main
Updated mountain placement biome filter
Updated biome map auto bake (now splat based)
Updated terrain splat transfer (better blending)
Implemented mountain biome map transfer
Initial commit
Facepunch Branding
Re-exported mountain biome textures
Removed CmdEndTurn, players now send CmdNextTurn as an input command request
file cabinets models/cols/prefabs/textures
Spawn mountains after all terrain maps have been generated
Biome textures for all mountain prefabs
Splat texture for mountain 5
removed intro state cmd, game instance nowas game started event.
Intro anims are now kicked off in LoadGame() temporarily. BUG: this has introduced a bug with the turn banner appearing at the same time as the intro anim.
big rotating diamond bullet
pxc opacity
unit fade in/out
game started event for GI
moved the player ready count stuff out of game instance to gamehost
Reverted a trap change that was only meant for testing
First pass on getting idling animals to go to traps
Made rabbit trap affect turtles as well (rabbits seem to sleep a lot? not great for testing)
pattern flip across origin, etc
Fixed traps not setting their collider to a trigger
Cover points has a score associated with them.
Removed some spamming logs
Traps can now spawn a hint when they are set up
Added a new hint for traps
Rabbit Trap is marked as in starting pool for testing
Set up interactions for setting up a trap
Pooling work, fixing leaks and reducing object creation for CharacterState and CharacterMotorState
Remaining npc sounds & tweaks
WIP texture updates - backup
Moved CharacterClientProxySub
fixed bug allowing bypass of time based options
shortened mineral analysis duration