248,649 Commits over 3,928 Days - 2.64cph!
Another attempt to incraese ocean render margin under terrain to prevent shore wetness from being cut off in certain edge cases
Allow underwater plants to respond to displacement using Brian's new displacement override.
Adjusted displacement planes to see if that has any effect
ToArray() for GetAll<> so can destroy components inside the loop
Add OutlineWhenHovered and OutlineWhenSelected components
Added Plunder and Ambush skills. Renamed and adjusted existing skills.
Fix ParsedLabel spacing issues and made it more uniform
SkillPanels are now coloured categorically. Updated their look a tad.
Fix Land Purchase Networking
Player Inventory is now 2 slots larger by default. Updated styling to account for it
Fix Diamond Pickaxe Item
Added Leather, cows have a chance to drop.
Created Backpack Upgrades, starting with Small Backpack. Picking up will permanently increase storage space
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Added Wooden Shield Textures, Materials, Collider, World Model and View Model FBXs
Setup Wooden Shield Basic Prefab, LODS, Colliders, World Models, Folders
viewmodel - fixed ironsights being too low
Only require generic params if instance method not resolved
Humans: added a "poor man's RBF" constraint setup which pushes out elbow & kneecap helpers outwards a bit as arms/legs rotate, which helps volume preservation
Change ISelectable to a Component - auto create the trigger if none specified. Add Selectable.ISelectionListener
Auto find Selectable if not specified
I think this is a better system - added listeners for Hover/Unhover for selectables as well. Sync player's AimRay. Now can have components that show an outline or something when item is hovered
cherrypicking world_update_2/concrete_barrier_material_fix
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Add JsonObject.GetPropertyValue
Fix errors
merge from cuffs_backpack_fix
merge from fix_backpack_learnbp
renamed controller and anims to meet naming convention
merge from cave-reverb-fix
merge from world_update_2
added hammer anims to controller
added viewmodel hammer anims
Added larger radius terrain filter to avoid rivers to ice sheets
Fix exception when creating new scene
MapInstance - load resources from loading instance
MapInstance - allow loading scenes as maps
Publish scenes as maps
When publishing a map, try to set ParentPackage
Add Flag.WithFlag( Flag, bool )
Add GameObjectFlags.EditorOnly
Make map preview less annoying
world_update_2 -> radioactive_water
Try rolling back changes to `game.CleanUpMap`
Added more terrain anchors to rock_formation_a to prevent gaps
cave_large_medium terrain check fixes
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Added second ocean topology pass after all cliffs have been spawned
Large coastal rock prefab variants for the arctic biome to fix an issue where grass was being projected on top
better separation of flow vector/angle generation, still need to find a proper home for it
Fixed collision issues and floating geo on cliff_jutting_d
Added ISelectableEvent
Add CameraController, add IHeroEvent. Center on Hero when first spawned.
attempt at preventing seaweeds close to coastal rocks
-Fire Extinguisher Texture update and material consolodation
Override Deserialize with options for Scene so undo uses scene deserialize instead of GameObject, fixes undoing object deletions
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Oops Hero prefab selector needs selectable tag
Some cleanup. Auto select Hero on start. Don't love this first iteration of selection
Changed river splat from stones to gravel
Only spawn 1 oasis on maps smaller than 4000
Don't spawn any canyons on maps smaller than 4000
Spawn 2 canyons on maps larger than or equal to 5000
Subtracting
105196 (shore margin increase) due to several regressions
Add ISelectable and basic selection
Improvements to selection stuff - add Deselect and pass PlayerState into selection callbacks
Add Input settings
Add PlayerState system. Simplify some stuff on GameManager for static access