248,565 Commits over 3,928 Days - 2.64cph!
unwrapped inner ring, finished outer, 75% textured on inner
`Graphics.Rotation` and `Graphics.Scale` now act globally.
Finished implementing basic scaling and rotation, although acts locally for now.
Started implementing global graphics scaling and rotation.
Changed torch animator so both lit & unlit states work on one layer
Simplified Scene2Prefab to reference GameObjects instead of pathnames
Can have multiple Scene2Prefab's per scene
Scene2Prefab's don't have to be root objects
Translate initializes automatically on first use
Added Transform.GetSiblings<T>()
Server browser WIP
Added LocalizeText component (for localizing a UI.Text)
Updated to b20. Added some shit. Added chat.
Mixing terrain splat normals with base terrain normals for more pronounced and detailed hill lighting
Fixed new issue of not being able to hit objects with torch when lit
Re-enabled threading in-editor
Games are now automatically packaged before uploading, and you no longer need to press the upload button a second time after logging in.
Added anim event to body backhand volley and added animation to controller - Renamed clip - added bits of new UI
Fixed game uploading to reflect changes to the web API.
[current_mood] stopped removing sprite in title stage
Removed unnecessary copy of `RestSharp.dll`.
Fixed `premake5.lua` script so that `RestSharp.dll` is copied from `Resources` to `Binaries` during builds.
More detailed checksum mismatch logging
Made noise library use native implementation if possible, otherwise use managed fallback
Removed unused camera effects.
Upload button is now disabled for pre-packaged games, can use tab to switch between controls when the login dialog is active.
Added new upload button icon, made sure all textures had the correct import settings.
removed sin wave time on court grass, allowing dust mask image to affect alpha
Updated shot table for improved forehand volley
Fixed terrain atlas set not saving slots
Fixed terrain atlas generator not forcing read/write texture import settings
Updated ProfileProceduralMap
Forced alphabetical order when spawning decor types
Protocol++ (network + save)
Converted TerrainTreeBatch to the new fast getter and setter in b20
Made clientside tree placeholders move when their owner entity is moved (fixes trees at origin, invisible trees)
Applied adjustments to the spawn handler object in the procedural map scene to the spawn handler prefab
Added Login dialog and game uploading
Fixed how AI decisions calculate target intensity.
Started refactoring AI decisions.
tired / angry state animations for the wolf idle/walk/run
added flinch animations for the wolf.