253,747 Commits over 3,990 Days - 2.65cph!
- More whitebox level work
OSX build fix (hopefully)
Weeping swamp tester for Bill.
* GitSync
* Fixed OSX Build error
* Removed 2 obsolete/no longer user Steamworks API files
* Fixed util.KeyValuesToTable incorrectly interpreting keys starting with
* GitSync
* Fixed Linux build error
* Possible fix for Linux autorefresh
Swamp bank test, maybe I made smartobject_test really bad for testing and more of a biome vignette. Whatves!
Fixed some suuuper ugly seams on the hide boot textures
Removed some unnecessary geo on the male hide shirt
Changed the hide shirt material to the double-sided clothing material
Added female hide clothing pieces
Latest Steam API binaries
Moved to latest Steam API
Removed some unnecessary geo from the hazmat helmet
Changed the hazmat helmet material to the double sided cloth material
Fixed small issues with the female burlap gloves
Added female hazmat items
Fixed toptier door collider offset (this means its mesh will be offset slightly until paroxum fixes the mesh pivot point)
croc + bird vpaint and rig
Added DrawActivityParamaters to BeforeEditorLayout
Female urban boots model and prefab
Fixed a skinning issue with the female burlap shirt
-generic activity system wip
Croc/terrorbird import and asset setup
BeforeAnimal shader now supports optional valpha as blend or tint
Fixed some wrong path names
Human control rig updates, new idles
HumanView randomisation placeholder, split IK to partial
Fixed issue with number of games / sets being displayed properly
Added match stats state
Unified transition handling across modes
adding water area and new court rocks play area to test court WIP
adding water area and new court rocks play area
Audio clips, optimizing for CPU, loadtime + memory
Made terrain normal calculation more accurate
Reduced terrain heightmap memory usage by 50%
Reset the step value of hunger to -0.1
Fixed NeedSettings not creating triggers from paramaters on init
human imports, attachment mesh filter/renderer cleanup in view creation
Added scoring for a unit's need for food to the Value of Harvest consideration, but looks like we're having some issues triggering the Need.Food. Will have to solve that before this change can be tested (it depends on needs).