244,582 Commits over 3,898 Days - 2.61cph!
Fixes and tweaks after weighted object change
Entity now stores WeightedObject instead of EntityView for view prefabs
Expanding BeforeDebug a bit, all species can now be spawned in-game from the spawning tab.
A little InflueceMap.cs cleanup (redudant field initializers)
Blank tshirt
Changed icons to png
New player rig
Make sure icon is square when uploading
Made example tshirt texture a png, to make it more accessible
Fixed so that InfluenceAtPointConsideration Score returns the Score and not the Response.
Added the new Consideration to DSE for adding wood to the fire and harvesting resources.
Shifted the Influence At Point Consideration to its proper folder, and created a Unit.Any.ConsiderSafety consideration asset.
Workshop download/preview in editor
-not quite working implementation of a InfMap consideration.
Fixed bug with species creation where unit prefab wouldnt get assigned
Stopped HumanEditor showing handles outside of playmode (caused errors)
Fixed weapon switch on client.
Nuking and moving some editor utils
Rename before debug folder
Fixed asset create not working for some data types
BeforeDebug work
Subdivided road and river meshes into smaller submeshes (easier on the physics system)
tweaked skybox to be lighter, added alarm light with animations, tweaked lighting on wild west court,
tweaked skybox to be lighter, added alarm light with animations
Removed foundation from windmill models, updated the skin prefab as well.
Wolf prefab affector and rename
This folder should not exist (I think)
Fixed materials of the small bridge
-made influence consideration more reasonable (ie. 0 influence safety = middle of the curve, -1 safety = 0, 1 safety = 1)
RandomStaticObject and RandomStaticPrefab run on the server as well
Adding art for the pumpkin plants, models, textures, lods, gibs
Missing meta files for the compound walls
Moving editor files around a bit