253,045 Commits over 3,990 Days - 2.64cph!
-little helper class for the editor
-a very generic attempt at making an harvesting action. It's possibly not the right way, but at least that way people can point, laugh, and explain :D
-readded biome to greebox
-possibly hopefully fixed my VS going mad all the time.
Use particle accumulation rather than terrain blending where possible
Patched particle accumulation to take albedo alpha as accumulation opacity
Added rock sand / snow particle accumulation textures (lower res, VRAM-only, compressed, packed spec / smoothness map)
FOR FUCK SAKE try to fix player material crash problem
Enlarged the quarry tower surface so the player can navigate on top of it normally, added a scrolling material for the belts, added some construction renderers to use lower LODs for guide
Uploading terrain blend inspector fix for Diogo
Added additive HDR shader to shader variants
Fixed footstep references
FOR FUCK SAKE glow on burner as the script make the glow selective on the different body part
FOR FUCK SAKE player ship textures
animations and some code to handle climbing a ladder
Fixed loading screen changing colour
forgot the prefab dayum :P
Fixed supply drop blueprint existance
Set the image hash when receiving from the server
Changed construction layer toggle in F2 dev section to construction skin
Moved various renderers / objects to their correct layer
Converted ladder to LOD grid
More bundling
Fixed crash when pulling out deployable
some water catcher visual polish
Added AgentType enum and field to AgentSettings
Agents editor now uses AgentType for categorisation
SpeciesSettings hold groupAgentSettings, used by GroupSpawner when creating species-based groups
Added Tribe Agent
Removed IGroup
Set the image hash when receiving from the server
Disabled specularity on ST billboards
re-fix concrete stag footstep sound refs
UnitInfo cleanup, (moved out of Unit class, etc)
Tribe maintains list of available names for Human Members
GroupSpawner now inits Unit and Agent
Automatically detect max refresh distance of cull grid based on the distances of objects that were added to it
Added INeedsToStartDisabled to scripts that add themselves to the LOD grid
Better load progress on startup
wood ladder/lods/gibs/prefab update
LOD grid components now support renderers of any type (not just mesh renderers)
Converted various deployables to LOD grid
Fixed drag icon being behind everything
Renamed AIManager to AgentManager
Added SmartObjectManager to Globals object
Removed SmartObjects references in AgentManager
GameManager tweaks
water catchers - added custom collision and prefabs ready to implement
- Implemented GroupSpawner system - uses old Group spawning code. Spawners get created by ZoneEcology from the Biome.SpeciesList
- Added some placeholder unit/view prefabs for Human
Tweaking player collision size
Undone changes to UIScene
water catchers 2.0 - models, textures, mat, lods and gibs