239,386 Commits over 3,837 Days - 2.60cph!
Show resource costs on hammer tool
-cleaned up now unnecessary functions in Resource.
-disabling and enabling incentives, when a resource becomes empty or destroyed
created swamp_court_ground high and low meshes, baked out and textured. Added to swamp_court unity scene, added trees and roots and starting to populate scene
-added some support for forgetIfInterrupted, in editor, smartobject, smartbehaviourstack and smartbehaviour, will need to test it at some point!
- Area0 work
- Rough Area0 boss
Changed TerrainColors to accept runtime changes in TerrainConfig
Patched coarse heightmap generation back to original; tested proc and hapis, seems ok
-merged main
-minor changes in PlayerUnitControl
Fixed not being able to click on chat avatar
Fixed not being able to scroll chat
Tweaked chat to be more visible in snow/sand
Fixed chat performance problems
Added support for textures with any encoding (e.g. RGBAFloat) to AssetStorage
Fixed biome related color grading transition issues
FOR FUCK SAKE graphic setting, adding shader to the build
FOR FUCK SAKE reactivating image effect
FOR FUCK SAKE attempt to fix everything at the same time!
FOR FUCK SAKE fixing stars.....and clouds
FOR FUCK SAKE attemps to fix background
FOR FUCK SAKE applied script on camera reverted version prefab
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FOR FUCK SAKE shader and image effect big optim
Fix for Agent+Need delegate NRE.
Fix for UIEditorWindow NRE
Fix for Resource prefab creation in BeforeEditor
* Increased env_projectedtexture max range in multiplayer to 54k
* Fixed new navmesh functions using 0-based indexing for tables ( Now uses 1-based )
* Added error messages to net.Send and net.SendOmit
Updated terrain blend mats with Diogo's new magic -- more seamless than ever. Forest grass tweaks. Crystal base fix.
Made the cargo plane not sound like a really long fart.
VFace fix for leaf transmission; normals for inverted faces now point in the right direction
Added terrain blend height fade out; .e.g. for tall rocks
Don't report some errors to sentry
Added "Coat" parameters to terrain-blend layer to replace particle accum; removed particle accum
Removed workaround code pertaining to and old ass unity beta bug
Converted TerrainPath to a handler for any type of infrastructure
Made TerrainPathConnect a component that can be used to connect a position to any infrastructure type
Added powerline / grid infrastructure type
Made roadside poles orient themselves along the tangent of the path from the previous to the next pole