254,393 Commits over 3,990 Days - 2.66cph!
Fixed the tornado of confusion that appears to have occured in the animal footstep folders
Fence protection properties (currently defined per-entity which is a bit meh)
Fence prefab updates (projectile passthrough, impact effects)
Ambient lighting fixes for vertex lit surfaces (e.g. particles, speedtree LQ); touched all affected shaders
Fixed giveall returning when it should have continued
Transparent surface fog fixes and normal encoding updates; touched all affected shaders
Fixed remaining transparent surface fog issues affecting mostly global fog on water and particles
-little wait action fixes (typo, and wait time being always == MinWaitTime)
Cowboy - forehand dive meta update
Cowboy - backhand_dive + clips
set many realtime lights on ww court to baked and rebaked lightmaps
Properly computing ambient lighting for "Before/VertexLit Blended"; because unity isn't binding the proper ambient probe for vertex lit
- Made a new enemy pack without Booze burners for pipes missions
Call UpdateUserData for Steam
- Merged player prefab stuff back to main
- Weapon anchor points are now taken from the PlayerShipModels componnent
- PrefabLink can specify an override for build order. 0 is default < 0 priority
- Prefab rebuilding tool now builds prefabs in order
- Player prefab rebuilding/linking/model stuff
- Assigned transforms in PlayerShip scene
- Rebuilt prefabs from PlayerShip scene
- Fixed playship transform assignments
adjusted hp and cost of new gates and fences
manifest + phrases + loot
FOR FUCK SAKE playership prefab
!A playership prefab scene
FOR FUCK SAKE all playership part
FOR FUCK SAKE player rig/scene/idle
FOR FUCK SAKE big cleanup of the player souce files
...probably broke some stuff on the way~
!A player part source file
TOD, material and post tweaks
added new combined materials and meshes to new ww court (ww_combined)
reduced tris, combined textures, changed shadow distance and set many objects to static.
Removed some old materials, more to be removed later.
Tweaked DOF and other camera scripts.
exported WW combined meshes and textures
Craft window/hud boilerplate
Graze interaction tweaks, hooked up some more states in the generic animal anim controller
Added Graze interaction to Grazing Point SO, replaced GoTo action in the chain with GoToInRadius (25)
Added SmartObjects to debug spawner
Bear material tweak
Added UnitDietConsideration
Fixed missing collisions in military tunnels after LOD'ing
- More pipe dungeon work
- Screw you damage increased to 2-5 from 2-4
-grazing goal and interaction
Make colliders on smartobjects without views a bit bigger by default
Skin shader tweaks
Shrubbery and rock/cliff values
SpawnPopulationSettings supports SmartObjectSettings
Updated species data that i forgot to save