248,545 Commits over 3,928 Days - 2.64cph!
merge into main - AI should be attracted to traps now
Halved boar and stag gallop stamina.
NPC survey is now profiled.
NPC survey now includes total count.
NPC survey now includes topology and biome.
vagabond jacket is better
AR has a bit more recoil
proper LOD's for bear trap
Updated prefabs with hash ID scripts
Merged changes from main again.
Removed workaround to avoid occasional hangs in b18.
Item list in the dev console
Added inventory.giveid <itemid> <amount>
Added inventory.givebp <itemid>
Fixed local player model sometimes dying, causing invisible players
Made the anim hashes and external script
moved elements to correct postion around 0
Added direct getters to TerrainTopologyMap and TerrainBiomeMap
[racer] Each AI controlled car now has randomized characteristics.
Merged changes from main.
[racer] AI opponent is a bit more interesting.
added clips to ring_1, bolts and railings to main play area, working on outer ring
Added special ball state for volley shots
[racer] Finished basic HUD, implemented race position logic.
Added fadeout distance and placement distance parameters to terrain modifier generator
Converted radtown_small3 to use automatic terrain info extraction (WIP, not updating prefabs yet to remain compatible)
Made heightmap postprocessing run before placing monuments to keep it from offsetting adjusted terrain
Updated bear trap anims source file
Added & skinned lods for bear trap world model
Changed `PaletteBuilder.Add` and related methods to accept `Color24` values rather than `int`s (as `int` values can be implicitly casted to `Color24`s anyway).
[racer] Started working on the HUD.
Adding myself to DeveloperList.cs
Can now only volley the ball if it hasn't bounced and is within a zone near the net
All primitive rendering methods now accept `Vector2f` / `RectF` inputs.
Bear trap LODs,max file and a needed spec map.
Fixed spanish translation in english phrases
Updates scenes2prefab
Store the world checksum in the save too
Protocol++
Merged radtown branch to main
Made terrain tree meshes spawn in OnEnable and despawn in OnDisable (instead of Awake and OnDestroy)
Another radtown
Fixed building snapping not working
Fixed radtown radiation sphere not being a trigger
Added server.radiation (servers can turn off radiation, debugging)
Added TerrainModifierGenerator editor script
Added fast single-pixel fallback if radius is zero to all terrain modifiers
Added resolution setup to terrain meta inspector
Changed `Graphics.DrawPoint[s]()` and `Graphics.DrawLine()` to take in `Vector2f` rather than `Vector2i`.
[racer] Transition tweak, added start line.
Fixed emission map being ignored in the screen reflection shader.
[racer] Fixed the game start transition.
[racer] Fixed there being a gap where the track loop starts / ends.
Fixed some artifacts in the new line mitering implementation.
Merge fixes
Air drop package contains rare items
Weapon collections loot spawns
Shielded exception in PlayerPrefs.SetString