257,433 Commits over 4,018 Days - 2.67cph!
Updated some clothing items for compatibility. Updated some materials in the Shader Test scene.
* Remove FCVAR_ARCHIVE flag from cl_thirdperson, sv_backspeed & hud_showemptyweaponslots
* Added measures against fake servers. PLEASE TEST THIS.
* Fixed "DataTable warning: player: Out-of-range value (x) in SendPropFloat"
Fixed UnitAassetEditor loading issue
* Got rid of "Lua JIT is DISABLED!" message
* Fixed a problem with Entity.Weapon_SetActivity
* Added w_bugbait with proper bones
Allow full range of FOV slider to actually be applied
Allowed resources to spawn on rocks that are part of the terrain
No longer prevent resources from spawning on decor topology
Optimized resource spawning, especially the initial spawn wave
Tweaked forest sizes
Fixed attribute creation in Agent
- AttributeSettingsModifiers now AttributeModifier.
- AttributeModifier passed into Attribute constrcutor
Fixed UnitAssetEditor not saving AttributeSettingsModifiers
- Renamed Modifers to Effects
- Attribute/Need/Effect no longer monobehaviours, no trasnforms created under Unit prefabs
- AttributeSettings management moving to UnitAsset inspector (WIP)
- Lots of tweaks and cleanup accross relevant files
Toptier roof new slope, added a global LOD, Added Gibs
added deckchairs and bottles to cloud city scene
Enabled optimise rig on test court wall meshes
Merged decals branch to main
Added new targets to shaders
* Fixed timer.Pause & timer.UnPause not check whether the timer is already paused or not
* Fixed game.CleanUpMap() duplicating all decals created by infodecal entities
* Added multvar and incrementvar to blocked convar list
* GitSync
Unhid the underside mesh of floor.triangle.twig
Grassland splat mapping tweaks
Initial work on UnitAssetEditor custom inspector stuff
Metal roof new slope, added a global LOD, Added Gibs
Other fixes
Decal timeouts
Metal bullet hit decals