253,642 Commits over 3,990 Days - 2.65cph!
This folder should not exist (I think)
Fixed materials of the small bridge
-made influence consideration more reasonable (ie. 0 influence safety = middle of the curve, -1 safety = 0, 1 safety = 1)
RandomStaticObject and RandomStaticPrefab run on the server as well
Adding art for the pumpkin plants, models, textures, lods, gibs
Missing meta files for the compound walls
Moving editor files around a bit
batching.verbose can be enabled by everyone
-re-renamed units.wolf to unit.wolf
-moved influencemaptypes into its own file
-re-set humans with a 'safety' affector
-added a consideration for safetyAtPoint
View model updates are pretty much done for now.
Fixed MeshBatch refreshing too often
batching.verbose defaults to false
Made warehouse monument a bit more interesting
Unfucked sphere tank prefab
Unfucked satellite dish prefab
Disabled BaseNetworkable.OnValidate on prefabs that are nested via Scene2Prefab
Added special debug replay mode
Added Unit.CurrentZone property, set on init
Made GetEnumarableOfType faster by returning list of Type
Added a bunch of exploit testing rocks to CraggyIsland
Moving a bunch of thirdparty stuff into Standard Assets to speed up editor recompiles
Deleted unused stuff
Added sphere and capsule deploy volume types
Added deploy volumes to water catchers
Added support for multiple deploy volumes on a single object
Deploy volume layers are now specified per-component
Subtracted changeset 9596
Clamped third person player spine bending by lowering the body weight
placement radius stuff for new sphere tank
merged sphere tank monument in
fixed the 'bug' where the players' spine would bend unnaturally when he looked straight up.
properly(?) added public benches to sat dish prefab
Fix for bad river transition into ocean; doing a smooth fadeout; should hold until I get back
Updated texture handling in d3d11
WIP sleeping stuff, bugged and hacky but amusing
Added ExitActionChain to EffectSettings, an optional chain that gets created and fired when RemoveEffect is called on the Agent
Refactored SetAnimatorTrigger to SetAnimatorParamater
Editor improvements to better display action chains and paramater based modifiers together