251,292 Commits over 3,959 Days - 2.64cph!
Added long-sleeved t shirt model, textures, and prefabs
Updated mid-level jacket to work better with underlying layers
AISense once again uses structs.
Loading screen redux
Don't spam commands into the console when loading config file
NPCAI now uses Decision.State.
PrefabPreProcess only process prefabs (in editor)
More UI progress
Set up AI decision curves.
Merged changes from main.
Added decision states to AI prefab.
adjusted some preventBuilding radiuses
updated sleepingbag model
- UI Screen tweaks
- Trees now on their own Layer (helps with camera raycasts)
- Nuked Amplify LUTs (to re-done)
- Renamed PlayerCameraControls to PlayerCamera and refactored input a bit, improved edge scrolling timeout used after grab move and mouse orbit
Fixed a bug where new animals would immediately starve to death.
Increased terrain resolution (4x)
Added proper segmentation to heightmap generation
Added dunes to heightmap generation
Increased forest density, frequency and size
Increased valid noise seeding range
Optimized checksum generation
Fixed the riduclous amounts of shininess on the chickens. They no longer look like they came out of a Lady Gaga video.
redid all of the animals' mecanim state machine. They transition to/from each state much smoother now (no more snapping from sleep --> awake)
First version of custom environment Standard shader with CryEngine-style "Blend Layer" support
Refactored how GameManager works (to remove Realm usage)
Fix lit torch attack not playing strike effect
Some tweaks after moving to b20.
Started writing some helper methods for line-line intersections.
[racer] Started work on car collisions.
Updated torch vm anims, changes to anim controller
New screen transitions started
- Improving UIManager/UIScreen transitions via an animated transition overlay (GUI/Overlay in startup_scene.unity)
- Added base UIWidget class, made RadialMenuWidget derive from it
- Subscreen and Widget exection forwarded through UIScreen
unwrapped inner ring, finished outer, 75% textured on inner
`Graphics.Rotation` and `Graphics.Scale` now act globally.
Finished implementing basic scaling and rotation, although acts locally for now.
Started implementing global graphics scaling and rotation.
Changed torch animator so both lit & unlit states work on one layer
Simplified Scene2Prefab to reference GameObjects instead of pathnames
Can have multiple Scene2Prefab's per scene
Scene2Prefab's don't have to be root objects
Translate initializes automatically on first use
Added Transform.GetSiblings<T>()
Server browser WIP
Added LocalizeText component (for localizing a UI.Text)
Updated to b20. Added some shit. Added chat.
Mixing terrain splat normals with base terrain normals for more pronounced and detailed hill lighting
Fixed new issue of not being able to hit objects with torch when lit
Re-enabled threading in-editor
Games are now automatically packaged before uploading, and you no longer need to press the upload button a second time after logging in.
Added anim event to body backhand volley and added animation to controller - Renamed clip - added bits of new UI
Fixed game uploading to reflect changes to the web API.
[current_mood] stopped removing sprite in title stage
Removed unnecessary copy of `RestSharp.dll`.
Fixed `premake5.lua` script so that `RestSharp.dll` is copied from `Resources` to `Binaries` during builds.