197,431 Commits over 4,110 Days - 2.00cph!
FOR FUCK SAKE asteroid level scene (cleanup)
!A mortar placeholer
/U mortat prefab
Added keyboard shortcut for Bootstrap (Alt+B). Commented out a spammy debug print in ObjectPool. Updated project version to Unity 5.4.0f2.
Moved Sonic Ether and Amplify Color assets in to Plugins as well.
added bone armor suit
disabled other bone armor types
added cactus flesh item
Shader variants, TOD reflecton/ambient update tweaks, camera culling experiments
a bunch of SF shader fixescompile fixes and amplify AO upgrade
Skill Use refactored and hooked up to buildings
Don't place bus stop / power substations when a road is merging into another road
Some more distance between the last pylon and the power substation
Network++
The Small Wooden Hut is now in the starting pool
Knife renamed to HandAxe, now in starting pool
Fixed a bunch of bad skills data on items
Added climate blend cycles guarantee convergence to target lut; triggered by lut/param changes
Added DebugLUTBlending toggle to debug luts and blend cycles
Fixed bus stops spawning inside monument topology (too close to or inside monuments)
Network++
Hapis-specific terrain config is no longer a thing. Uses procmap config.
Fixed UnitInfoWidget sometimes not showing anything in the subtitle/thought text area
Put waiting back into movement interaction
PlayerController unit sphere cast is no longer anthropocentric
Player commands now set movement speed
Removed non procmap busstop from airfield'
Updated ProcmapBench to new version
Fixed insanely slow asset menus
UI tinkering
Updated HapisIsland spawn, grass and decor to v2
Fixed negative scaled mine triggers on Savas that were causing server warning spam.
bus height adjustment (models)
Merge from prerelease/wipe
Merge from prerelease/wipe
Fixed occlusion on standard lighting overrides; now handled by lighting func
Fixed rust/std shader inspector layer open/close states in multi-materials
Added fuzz layer to rust/std-hair + increased exponent range + using per-pixel normal for aniso vector calc
Collider split on bus stop to accomodate for transparent colliders
Removed dirt decals
Roadside powerlines spawn earlier in the map generation
Bus stops tend to spawn further away from the power substations
Balanced audio effects
Tweeked truck headlights
Network++
Bus stops spawn a bit further away from the road
made children models work, was really broken :|
added new children hair
Bus stops no longer spawn in the middle of nowhere, only at monuments
Improved player controller selection and debug entity info selection hooks, added toggle for unrestricted entity selection in the editor so that gameplay more closely matches standalone build by default.
upped brightness on skydome nighttime
brightend up nightime intensity
added central hub to meshes folder
Busstop prefab was missing a decal renderer script
Removed audio stuff from player controller, now just calls into the UI sounds system
Renamed gui_radial_x sounds, since they are not only used for the radial menu
Changed bus stop pivot point to be at the center of the mesh (important for spawn filter checks)
Bus stop spawn position offset is applied via offset script parameter
Fixed bus stops spawning inside powerlines for real