244,588 Commits over 3,898 Days - 2.61cph!
made court area on test court much bigger, changed collision to be bigger, rolling out to other courts
Lobby name now stored, started matches should be ignored, camera focuses on correct player
Fixed showing PCGamer on menu
Server queries share the gameserver port
- Started ScriptableObject tools to move to a better format for creating missions/objectives outside of a scene
Raw packet sending
Cleanup
Concrete slabs greybox set
Fixed SSAO Pro meta file, reassigned to camera; rolled back some test changes
- Start health/shield value can now be set to something other than their max values
- Reduced start shield to 2
- SaveGame now tracks new health and shield values
- Changed a bunch of stuff that used to effect/restore health values
WIP char09 assets. Updated Igor texture.
Added char09 Owl assets to line-up scene.
Removed spec values from materials. Increased fog distance to 60.
making collision bigger on courts
Increased distance before which sign.huge.wood is culled
Specced up mushrooms. Twilight+night atmospheric wip.
tweaked some of the stag animations
tweaked the relax gestures for the 2handed sword and the rpocketlauncher
smoothed the transition blending for the jumping animations
Atmospherics, camera, driftwood and terrain tweaks. Added visible spec to matte rocks (so next-gen)
FOR FUCK SAKE factory prefab and model cleaning/fixing
Twilight atmospherics, terrain wetness and water tweaks.
Taming that crazy overexposed lighting, part 1 wip.
Alpha'd tree branches no longer turn invisible at a distance. Yellow bushes for yellow grass.
native non-adaptive tonempping renabled until something nice gets configured
Fixed Unit.FindClosestNavmeshPosition not working
All movement related actions now call the correct SetDestination(Vector3 position, IAction source_action) method to register callbacks
Actually fixed the potential crash related to navmesh position sampling
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Clean slate spawn tables. Distant elephant grass no longer parties like it's 1999.
Gamemanager now has option for specials - temporarily disabled for online
Added proper overlay UI layer that's above all other HUDs, visible if any other HUD is visible
CommunityEntity.FindPanel now uses hierarchy-based paths
Added proper overlay UI layer that's above all other HUDs, visible if any other HUD is visible
CommunityEntity.FindPanel now uses hierarchy-based paths
Fixed campfire smoke soft particle settings; was causing too much transparency / clipping
Elvis new run anims part 3
More cleanup and tweaks
Added Skill.Archery and Ability.ShootBow
Cloth shader: defaulted dirt mask to white
Cloth shader: added uv separate uv controls for mask and layer
Cloth shader: added fuzz attenuation based on dirt mask
Fixed missing dirt mask errors in shader gui
Organising scripts a bit
Skill and Ability boilerplate + editor support
Added BehaviourPlan, BehaviourPlanSettings
Fixed network owner issue