249,212 Commits over 3,959 Days - 2.62cph!
Fixed root bone reference of player model prefab (bone list no longer includes mesh LODs and shit)
creating koinobori fish kites
Added paddle rackets. Unticked import materials from models.
added new lighting to test court, working on backdrops. added grass to wooden frames. Moved environment up slightly to fix bad shadows. Added court wear. Working on kites
Passing ball ID to networked player
- More mission work and mission randomisation stuff
unit desintation debug gizmos
Fucked off all old unet code.
Broadcast shot data instead of buttons
Moved input broadcast from input handler to player script so it can broadcast movement not driven by gamepad
Added Overlay/Top (for custom UI from mods during loading screens)
First draft of the underlying Stat framework that will drive Attributes and Skills (Not yet integrated with Attributes or Skills).
Added editor cheats (free craft, instant craft, unlock all skins)
walls and fence greybox set
Removed shit causing errors.
5.2f1
Human rig fixes and anim controller tweaks (begone, ice skating cave people)
MErging UI changes to main
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Fixed potential GameTrace issues when inside of colliders
Further reduced dynamic memory allocations in GameTrace
Fucked off yet more old UI stuff
Shifted some files about.
FOR FUCK SAKE factory prefab/asset
Time advances. Climate tweaks.
Spawn tables. Various world material improvements. Manifest.
Climate baseline. Spawn table arid/tundra bushes.
updating third party stuffs
Simplified dirt shader layer
Workshop previews in editor
Workshop import fixes
Changed run threshold values
Moving Elvis in code
PVE servers: Don't allow any construction damage from players (players were running out of cupboard range after placing C4)
PVE servers: Demolish is available forever instead of just 10 minutes
Elvis run now uses the correct movement type and fixed wrong parameter
Water2: added high frequency distortion to water refraction
Water2: added normal fold slim texture caching