244,559 Commits over 3,898 Days - 2.61cph!
Reverted Content to main.
Forgot to include the LODs for the ribs yesterday. Duh!
Moved some materials to the correct folder
Merged changes from main.
Updated terrain normal atlas to include specularity
Updated atlas gen to handle missing maps; added default values
Made terrain extensions never rely on TerrainMeta since that's kind of a circlejerk
Organizing splats into separate folders
Since we have to keep normal+height for now: removed normal-only maps (unused); removed height maps (atlas will just get it from the n+h)
Added TerrainCollision to procedural terrain again
Added Ape backhand anim source file
Fixed weapon still active after dying on listenserver
Extended TerrainAtlasGenerator to smoothness and specularity; refactored code to reduce redundancy
Updated shaders to show Specularity instead of Specular properties
Removed TestLevel_PVT
Restored normal+height and _generated maps; still used by TestLevel and Menuscene1
Going Home basically done fuck all.
Let's try not to slaughter poor CPU cycles with Mathf.Pow(x, 2)
Fixed that TerrainMath would initialize with all-zero terrain dimensions on non-procedural terrains
Merged changes from main.
Made TreeMesh fall back to placeholder meshes if the terrain doesn't support batching (i.e. is missing the component)
brightened up bank vault texture, starting to cut in centre court mesh
Rebuilt all scene prefabs after all that chaos and destruction
Storage box now uses BaseCombatEntity
BaseCombatEntity uses lifestate
Added missing SERVER blocks.
Reapplied changes up to commit 4026
Subtracted the animal survival rollback. (4028)
added test skybox, tweaked sunshafts, removed grill areas behind each player position and extended court plane. set up basic metalness property on metal materials.
Missing files from merge.
Merged changes from main.
Wired up elvis forehand in the controller
Added 1st pass Ape forehand_stand & meta data
updated clips for Ape_run_north
Converted more scripts to use TerrainExtension
Added some basic extensions to the test level terrain
[block_party] increased whiteness of eyes
[block_party] block sides have diff color for final phase
Post-build deployment, GUID: b367d48c-7e51-4f9a-a841-6b258117f93c
Coroutine.Suspend() and Coroutine.Resume() will now fail silently if the Coroutine was already suspended / running.
fixed NRE spam in BaseAnimal
Fixed/Changed GiveItem (@zon)