199,201 Commits over 4,140 Days - 2.00cph!
deleting this so I dont re grab it when updating workspace
Trainyard - fixed missing pipe collisions and deadfall
- Branched for more aiming/control work
Sleeping bag exploit fixes
Added EntityConditionFilterDrawer
5.3.1 updates
Added cowboy anims to controller
Added water/swimming event music
Added a summary in BuildingStates to un-confuse the confused
Fixed issue with controller direction in frontend
Cowboy - south & south east run anim source
Cowboy - south & south east run anims +.meta
Units now get the MaxSpeed stat base value from SpeciesSettings on creation
Added auto grass spawn refresh toggle to world debug tab
Some stat/SO serialization tinkering
-AlwaysWin consideration
-CanFindUbuiltBuilding Condition
-yam
-Fixed Self-Physio goal always winning
Agent.DecisionLog clears when it reaches capcity (1000)
Initial commit - Body_00 and Head_00. Eyes etc to follow
improved deer
added basic material colours to the bear
Fixed broken speedtree normals on glcore ?_?; touched all rust/standard shaders just in case
Added new runs, switched off import mats
Boilerplate for auto muting/kicking chat spammers
textured final trees, added new hanging vines
Hid some harmless warnings "Trying to add (Layout Rebuilder for)"
Error text vertex overflow (UnityUI sux)
Can melee attack + build while swimming
rebaked all lightmaps for new unity version. added stone ruins and blocks, added vines at back of court, textured trees
merging files
More \nature\grass test files.
Fixed CreateActivityActionSettingsEditor not inheriting from base
Added a lot of animation param actions back into Interaction ActionChains
Made human gathering use 3 states in mechanim (in/loop/out) cc frankieh
Fixed fruit bush missing collider/lod
Renaming some Actions
Added OpenGLCore to Windows build settings (for asset bundles on the build server)
cleaned up and named this properly
baked and textured temple stone props max
Changed rust/terrain blend shader to preserve albedo detail in all quality levels; tweaked lower levels
Removing legacy water shaders, see if that works
- Aiming laser now ends at cursor position and passes through everything when in M/K input mode
- Input controllers now set the global control type in their init
Fixed DecisionLog resetting when editor is paused
We weren't rejecting on comparison with traversal memory quite the right way. Fixed now.
GoalSettingsEditor will force DecisionPlan.ScoreForDecisionMaking to false if the Goal has no plans or children in data
Optimized the check for whether we've traversed the entire decision space, so that we don't check unless our traversal memory is at least as big as the decision space.
Fixed speedtree facing leaf inverted lighting
rebaked lightmaps, added read ruins and stones
Fix for occasional floaty decor objects
Don't spawn grass on the cliffside topology