200,541 Commits over 4,140 Days - 2.02cph!
item mat refactor wip
clutter moved from biometest to graybox
brick piles and coal piles models, LODs, COLs, ready to place prefabs, textures
powerplant dressing update
Added background texture for blog render videos
Switched court select to use uGUI
human female items and extra bones to change proportions
latest because I couldnt work out how to get on with shelve when I changed data after shelving
reactive target fbx, lods and materials
Added feedback / website buttons
Matched old playermodel prefab settings. Fixed some negatively scaled bones.
Player settings and default cursor
FOR FUCK SAKE burner prefab
FOR FUCK SAKE burner rig/skin/controller
!A burner hit/shoot animation
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Removed hand popping into view on all hatchet vms
-Camera: when zooming in the the cameratarget shifts down the selfie stick (ie. reduces the change of you flying around with the camera feeling a bit too fps-y)
-Unit+Combat: pedantically made sure that more than 1 target can be removed at once
Moving combat abilitty files
concrete piles models, LODs, COLs, ready to place prefabs, textures
powerplant dressing update
Flipped selection colours
Added skin variation lookup
plaster rendered brick walls variations prefabs
powerplant dressing update
FOR FUCK SAKE bouncer prefab/model, remade the rig
fixed incorrect material display on brickwall LODs
Trying something different out with building editor.
Added detail spec/gloss to skin shader; made SSS blur stronger
AnimatorParameterAttribute/Drawer
Some tweaks to Unit / OnOtherUnitRemoved logic
Added consideration for aggressive targets
Fixed bad filenames and missong consideration in ProtectSelf Goal DSE
FOR FUCK SAKE bouncer prefab/rig
!A animation controller, idle anim
Igor - Improved serve walk ( travels further), fixed ball intersecting racket on all serve anims
Owl - Fixed hand flipping on forehand anim
Igor - Improved serve walk ( travels further), fixed ball intersecting racket on all serve anim source
Owl - Fixed hand flipping on forehand anim source
Fixed horse materials and some texture settings; switched hair shader to blend nicely into fog
Tweaked horse mat variations; fixed glass low quality not getting fogged; added basic placeholder hair shader
Conditional models run on both client and server
Building block prefab updates
Tweaked a number of important textures to use trilinear filtering (coz it's 2016) and anisotropic
Action.AttackUnit now handles combat ability choice and Unit movement internally
Projectile bullshit
Some item pickup/entity physics fixes