240,116 Commits over 3,837 Days - 2.61cph!

10 Years Ago
Added protection system and multiple damagetypes per hitinfo
zon
10 Years Ago
Animals now avoid water using TerrainMeta.Math.
zon
10 Years Ago
Locomotion now handles destroyed move targets gracefully.
10 Years Ago
Fixed outdated RustNative
10 Years Ago
Terrain shaders now affected by specularity stored in atlas; specular is still disabled/black in terrain mats, however
zon
10 Years Ago
* Animals now trot and gallop instead of run. * Animal attack range is now calculated as the space between the two colliders. * Animals now deal extra damage to each other. * Wolves now gallop closer to their real life speed.
10 Years Ago
added a running attack for the bear.
zon
10 Years Ago
Reverted Content to main.
10 Years Ago
Forgot to include the LODs for the ribs yesterday. Duh!
10 Years Ago
Moved some materials to the correct folder
zon
10 Years Ago
Merged changes from main.
10 Years Ago
Updated terrain normal atlas to include specularity
10 Years Ago
Updated atlas gen to handle missing maps; added default values
10 Years Ago
Made terrain extensions never rely on TerrainMeta since that's kind of a circlejerk
10 Years Ago
Organizing splats into separate folders
10 Years Ago
Since we have to keep normal+height for now: removed normal-only maps (unused); removed height maps (atlas will just get it from the n+h)
10 Years Ago
Added TerrainCollision to procedural terrain again
10 Years Ago
Added Ape backhand anim source file
10 Years Ago
Fixed weapon still active after dying on listenserver
10 Years Ago
Extended TerrainAtlasGenerator to smoothness and specularity; refactored code to reduce redundancy Updated shaders to show Specularity instead of Specular properties Removed TestLevel_PVT
10 Years Ago
Restored normal+height and _generated maps; still used by TestLevel and Menuscene1
10 Years Ago
GH
10 Years Ago
Going Home basically done fuck all.
10 Years Ago
Let's try not to slaughter poor CPU cycles with Mathf.Pow(x, 2)
10 Years Ago
Updated test level
10 Years Ago
Fixed that TerrainMath would initialize with all-zero terrain dimensions on non-procedural terrains
zon
10 Years Ago
Merged changes from main.
10 Years Ago
Made TreeMesh fall back to placeholder meshes if the terrain doesn't support batching (i.e. is missing the component)
10 Years Ago
brightened up bank vault texture, starting to cut in centre court mesh
10 Years Ago
Rebuilt all scene prefabs after all that chaos and destruction
10 Years Ago
Storage box now uses BaseCombatEntity BaseCombatEntity uses lifestate
zon
10 Years Ago
Added missing SERVER blocks.
10 Years Ago
Merged to trunk
10 Years Ago
Reapplied changes up to commit 4026
zon
10 Years Ago
Subtracted the animal survival rollback. (4028)
10 Years Ago
Added BaseCombatEntity
10 Years Ago
added test skybox, tweaked sunshafts, removed grill areas behind each player position and extended court plane. set up basic metalness property on metal materials.
zon
10 Years Ago
Missing files from merge.
zon
10 Years Ago
Merged changes from main.
10 Years Ago
Trunk merge
10 Years Ago
Wired up elvis forehand in the controller
10 Years Ago
Added 1st pass Ape forehand_stand & meta data
10 Years Ago
Rollback to commit 4007
10 Years Ago
Converted syringe
10 Years Ago
updated clips for Ape_run_north
10 Years Ago
Converted more scripts to use TerrainExtension Added some basic extensions to the test level terrain
10 Years Ago
Converted torch
10 Years Ago
[block_party] increased whiteness of eyes
10 Years Ago
Missed prefab
10 Years Ago
[block_party] block sides have diff color for final phase