257,496 Commits over 4,018 Days - 2.67cph!
RedrawInputLine exception
ItemModCookable exception
BaseMelee.AttackEntityHit exception
RConListener start exception
Fixed refractive fire particles doing a grab pass for every individual instance
Added World header and buttons to editor
Added Biome and Weather tabs to the editor
Renamed WeatheType > WeatherSettings
Removed "use native pathfinding" option from Agent
Removed AStar Pathfinding
Renamed UnitAsset > UnitSettings
-First pass at resources understanding MVC, having their own settings asset, skins, etc.
added some jump animations for when the player is strafing left/right and does a jump
Added Igor forehand run anim ( for testing)
Had a look at some different lot gen methods.
Added LOD grid to BuildingTest scene
Added LOD container script (switches between entire renderers)
LOD usability tweaks
unwrapped all trees and roots
added Mavis smash to config, added extra transitions to speed up hit -> run
-removed MediumShelter that was not yet defined and broke the building system.
Fix for UIEditorWindow not finding the top level UIScreen gameobjects on init
-renamed BuildingAsset to BuildingSettings, to be in line with everything else
TENN selection screen idle
re-exported TENN forehand stretch
TENN meta + config changes
Merge from Smart Objects v3/Editor
Added Agents tab to BeforeEditor
Elevator test mesh - uv's and low poly done.
All SOv3 data types can now be created, editing, copied and deleted in the BeforeEditor window.
phrases + fix 556 ammo name
Renaming some Actions
Added ConditionMeasurements enum class (switching on front end condition editor)
General improvements
fixed the ak47 not using the right holdtype.
Linked Hapis Island camera to the prefab
Switched to SMAA
Tweaked generic rock materials
Tweaked biome rock material blending
some texture res changes
water drums model/lods/texture
quarry models/lods/collisions
bunch of small generic textures
+ prefab for the mining quarry
Trying to escape shader compile hell
Asset bundle/Shader load order
Crystals use LOD2 instead of LOD0 for cols.
Fix disappearing horse footstep sound def references
created high poly tree trunks and tree root models, creating low poly
Added profiler sample to inner LOD grid loop