248,584 Commits over 3,928 Days - 2.64cph!
Preparing to add SmashBloxTS submodule.
Fool me once, shame on... shame on you. Fool me... you can't get fooled again. Added a second generation bush.
[SmashBloxTS] Refactored to make more use of coroutines.
Added blend trees to shotgun player holdtype
First attempt at fixing VertexPainter mesh color array replacement bug in b7
Made snow splat, splatSize, color and specGloss settings global
No longer cloning non-terrainBlend materials in terrainBlendObject
[SmashBloxTS] Fixed formatting.
[SmashBloxTS] Port complete.
[SmashBloxTS] Most of GameStage is now working.
Reverted disabling snow vertex offset
Temporarily disabling snow offset
Removed SetBindingInstance binding.
[SmashBloxTS] AttractStage now works!
Removed argument from Stage constructor.
Removed argument from Stage constructor.
Switched to Deferred rendering. Updated Player prefab. Texture changes.
Changed Before/StandardBlendWithTerrain to match terrain UVMIX and added tint to match grass layer
Can now place Location Of Interest SOs by right clicking on terrain while you have a unit selected, and that unit will automatically subscribe to the SO.
Scene updates. Nuked some old textures.
Fixed b8 compilation errors in Before/Standard shader set
Added explicit Terrain field to TerrainWeatherExtension; can be attached to other objects now, as long as the reference to the terrain is set
Merging in some shelved changes
TypeScript is getting dangerously close to working.
Integrated Smart Object "location of interest" with test scene.
Merging in my shelved changes.
Removed some unused scripts
Updated tree prefabs to the correct child object layout (all future tree prefabs should look like this)
Removed legacy billboard system
Removed legacy trees
Moving some AI folders.
Added SmartObject layer to TagManager.
Smart Object sourceode commit and removing/deprecating some old code. Not yet integrated with scene/game in this commit.
Pulled clean, this being first merges from initial loadup.
changed the huntig bow _wm prefab so it aligns better with the 3rd person animations
3rd person animatiosn for playing holding bow (unaimed)
added code to handle the new "aiming" float variable in the player mecanim.
Slightly unnerfed the global reflection.
Some metallic reflections for the axe, hammer and icepick.
Added back bindings for Update/Render for Entity and Stage and gave them descriptions
Updated docs to latest generated.
Updated docs to latest generated.
Completed all documentation.
Committing the right file.
Let's try making the shadows dark, and the sky bright!
Wiping out forest 4 for Andre.
Added the largest tree ever. Good luck chopping it down. (It will look less silly when it gets its smaller siblings.)
Repositioned salvaged weapons & spears for player animation prefabs
changed salvaged axe holdtype