253,017 Commits over 3,990 Days - 2.64cph!
Moved everything in /Scripts/Gameplay to /Scripts
tweaked ragdoll settings for several of the animals.
More Biome and Flora Group editor stuff.
Added SESSAO
Reverted QuickBrush files
Fixing accidental third party changes
Some flora group and biome editor tweaks
Editor improvements... cleaning up CreateAsset a bit and offloading stuff into the base class
Added FloraGroupSettings asset handling + tab
Resource SmartObject selection enum
Updated/re-imported Amplify and TOD
Optimized screen overlays (especially on OpenGL)
Rock, cliff and terrain color adjustments.
Melee weapon sound polish
RustShaders escaped the bundle
Tweaked image effect scales
Updated shot selection for running hits, no longer selected on double bounce, range added to shot config
Show Integrity Error message when kicking
Fixed missing floors/rocks when shaderlod < 300
all image effects on single camera
initial water version; wip on testlevel
redid the wolf attack animations to look more realistic ( doesn't swing it's paw like Mike Tyson anymore )
improved the bear movement animations.
Player settings and biome fix
Resource editor tweaks but its not being happy yet :(
merge from zone resources
-merge with main again
-resourceseditor won't create a view if not all view art is present.
Changed ResourceStates to Full/Empty/Destroyed
Added Lion-El folders, textures, materials, character fbx & first pass ready anim ( stance may change depending on how easy it is to get out of/back into)
Fixed Harvest() call in HarvestResourceOneOff action
Nuked ResourcePine.cs
Added base Harvest logic to Resource
Added some Growth related data to ResoureSettings
Added Growth method to Resource, using ResourceSettings data and TOD_Time Actions
Canvas.BuildBatch HUD tests
Anims and some other stuff.
Trying to get back to normalish.
Fixed some class / filename inconsistencies
Fixed some assets missing scripts
Disabled Weather
Nuked some old assets that survived the merge
Disabled vertexlit fallback on all of our custom standard shaders (falls back to it with lod shader LODs, looks utterly broken)
Tweaked particle accumulation texture tiling of generic rock materials
Added ParticleSystemCull (use this Petur)
Moved UnityVS to Assets/ root because apparently it's being a dick now
BeforeEditor fixes and resharper settings update
Changed singleton component setup process to guarantee initialization before any other script enters Awake() (using GameSetup)