244,570 Commits over 3,898 Days - 2.61cph!
Added BeforeAnimal shader with RGBA vertex color tinting
MeshColliders on source assets used in view creation are automatically set to convex
Imported 10 new/updated music files from Jenny
Music is now arranged and played together regardless of Season (for now)
Updated wolf, deer, bear and mammoth to use vertex colors for tinting as per new shader
Fixed issue with view creation not adding the correct view component type
Updated resharper settings to ignore some things
Hunger step value is -1 for testing, but the Starving Effect isn't triggering/being applied (bug cc ptrefall if you have time to look at it tonight :3)
fixed hipfire exploit
updated some armor icons with higher quality versions
Added highwalls to buildingtest scene
Planner doesn't need manifest rebuilds in editor
Compound wall
nerfed wood spear - slightly less range, less radial grace
Updated holdtype on player crossbow
tweaked lighting on wild west court, tweaked sunshafts and bloom. adding colour to materials
Animal material consistency and vpainting
Crossbow -Added a 'loaded' bool to trigger when loaded/unloaded, updated animator, added loaded deploy & holster anims
fixed placement check on mining quarry
added new props, anims and materials to wild west scene, starting on lighting
re-exported max anims. added conveyor belts
closed a few gaps in the meshes
Updated shot selection
Removed Marmoset
removed temp wood constructions around quarry
missed protocol++ (whoops)
updated crossbow icon
Quarry, pumpjack, windmill now have gradient foundations
Moved running hit backhand event
Updated Igor controller
UpdateViewFromSourcePrefab fixes
Crossbow - Updated animator, triggers, ironsights & added dryfire. Now works like the pipe shotgun.
Attraction points, attraction socket
Special handling for Unit and Building view updating in Before Editor
Added third TrackIR rotation axis
Views can be updated automagically from their source assets in BoforeEditor
Fixed beachside trees being allowed to spawn on cliffs
Tweaked god ray color around dawn and dusk
Updated the crater texture to match variety or ground types better. Also dithered the alpha to fade out smoothly.
Fixed TweakUIMultiSelect initial state
Fixed construction and deployable placement check regressions caused by the layer refactor
Updated bone, wood, and roadsign armor for better fit, collision, clipping, skinning, etc.
protocol++
!added crossbow for alex to fix
fixed placement of mining quarry
fixed bug with planner trying to play an effect after it had destroyed itself
bridge material and model updates
Basic prefab caching for DecorSpawn
FoliageTools cleanup and fixes for duplicat material creation
Fixed constant reimporting when pressing play or saving
Temperate biome tweaks and some manual (ew) foliage material fixes.
GrassSpawn/DecorSpawn Biome integration
sockets work with deployables
survey charge creates a crater, & mining equipment snaps to it