244,561 Commits over 3,898 Days - 2.61cph!
Trying FloatStrict (even though it shouldn't make a difference with SSE register math?)
Optimised mesh. Texture tweak. Marmoset material added to char02 in animViewer scene. Lighting tweak.
Fixed doors not being demolished properly
Adding exterior and interior wall pieces. wip log set, also contains door/windows and frames pieces
Added second character to anim viewer and fixed hit reach param not getting set
Stability system is more stable
Removed unused / broken gizmos
Globally extraced min and max noise seed values to TerrainNoise
Weapons are framerate independant again
Log detailed terrain checksums after all generation is complete (debug)
re-committed project settings
removed old jail_lights material
moved all wild-west specific meshes, materials, textures and shaders to wildwest folder in unity. deleted some old files
Character 2, Mavis, source and game assets.
Can now change gamespeed in debug settings
Added checksum log on terrain generation (debug)
deleted some ridiculously big max files.
Correctly assigned rackets for players, moved prefabs, fixed racket name error
Removed old character prefab, added prop bone transform to script to deal with different bone names. Made controller set players for gameplay camera
commiting some source files for animal animations
[block_party] added laser attack to squid block
Fixed NRE when shooting terrain
Player "use" trace now uses GameTrace - (more accurate)
added a running attack for the boar
Animals now align themselves with the terrain.
Animals now only check for deep water and slopes every few ticks.
merge from weaponrefactor
Updated water to latest version
Enabled water reflections (toggle via F2 menu)
Moved some else comments.
Animals now avoid running up steep slopes.