248,661 Commits over 3,928 Days - 2.64cph!
-not quite working implementation of a InfMap consideration.
Fixed bug with species creation where unit prefab wouldnt get assigned
Stopped HumanEditor showing handles outside of playmode (caused errors)
Fixed weapon switch on client.
Nuking and moving some editor utils
Rename before debug folder
Fixed asset create not working for some data types
BeforeDebug work
Subdivided road and river meshes into smaller submeshes (easier on the physics system)
tweaked skybox to be lighter, added alarm light with animations, tweaked lighting on wild west court,
tweaked skybox to be lighter, added alarm light with animations
Removed foundation from windmill models, updated the skin prefab as well.
Wolf prefab affector and rename
This folder should not exist (I think)
Fixed materials of the small bridge
-made influence consideration more reasonable (ie. 0 influence safety = middle of the curve, -1 safety = 0, 1 safety = 1)
RandomStaticObject and RandomStaticPrefab run on the server as well
Adding art for the pumpkin plants, models, textures, lods, gibs
Missing meta files for the compound walls
Moving editor files around a bit
batching.verbose can be enabled by everyone
-re-renamed units.wolf to unit.wolf
-moved influencemaptypes into its own file
-re-set humans with a 'safety' affector
-added a consideration for safetyAtPoint
View model updates are pretty much done for now.
Fixed MeshBatch refreshing too often
batching.verbose defaults to false
Made warehouse monument a bit more interesting
Unfucked sphere tank prefab
Unfucked satellite dish prefab
Disabled BaseNetworkable.OnValidate on prefabs that are nested via Scene2Prefab
Added special debug replay mode
Added Unit.CurrentZone property, set on init
Made GetEnumarableOfType faster by returning list of Type
Added a bunch of exploit testing rocks to CraggyIsland
Moving a bunch of thirdparty stuff into Standard Assets to speed up editor recompiles
Deleted unused stuff
Added sphere and capsule deploy volume types
Added deploy volumes to water catchers
Added support for multiple deploy volumes on a single object
Deploy volume layers are now specified per-component