244,582 Commits over 3,898 Days - 2.61cph!
Always get at least one seed from eating corn/pumpkin
Fixed BeforeEditorTab.CreateTypeGroups not working
updating hat prefab hopefully the mesh is all good.
Adding tar_sand textures, tempoary oil crater model
In two player mode, server now at bottom of screen
Only allow voice chat when wounded, not when a dead ragdoll forever
Closing console executes any command entered in the text field
Cavemen should probably not be considered a threat in the context of the SO gizmos.
Inventory drag & drop between occupied clothing slot and occupied non-clothing slot makes the non-clothing item disappear
Better debugging of smartobject influence response. Each smartobject will now on OnDrawGizmos query the threat influence at their point.
Distance checks for runs are now per shot
Toned down Igor shot power
Some tweaks to IM stuffs.
Replays use hit reach param
-added a ctrl+alt+b shortcut to open the data editor.
Tweaked the gizmo drawing of influence response a bit to display only for selected units.
Fixed possible overflows of F1 console text buffer
improved dodgy eyes on skin normals 2 texture
Some tweaks to influence maps + added a slight hacky debug gizmo for influence per target (see Smart Object for DrawInfluence).
Species view creation automatically sets animator properties, including assigning a controller from the source asset directory if one exists
exploitable hat.cap with textures, materials, prefab and LODs
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Deleting UnityVS on the repo
Hit effects work again in replays
-checking in yesterday's temporary considerations.
Fixed stone wall dealing damage
Added toggle for IME gizmos
Added InfluenceMapEffectorEditor
Assigned anim controllers on all view prefabs
Attempt at fixing pumpkins growing stages
Higher protection values are brighter on the inventory hud
Server compile fix (cc Alex)
Visual Studio Tools 2.0.0.0
Sound and ambience refactoring
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