244,565 Commits over 3,898 Days - 2.61cph!
re-working wild west scene to be more built-up one end and more open the other. Repositioned rocks foliage and buildings
added large bridge materials.
added large bridge foundations A,B,C
added large bridge broken ends A,B
added large bridge columns_A,B,C
F2 menu automatically refreshes TrackIR
Added onLadder and lookDir comparison to ModelState.Equal
Network++
Added ModelState lookDir handling
Added lookDir to ModelState message
tweaked skybox colour, updating lightmap materials
Made player movement climbing state slightly less forgiving
Cleaned up SpeciesSettings.Create method
Biome tweaks, moved some material library methods out into BeforeEditor
FOR FUCK SAKE factory asset
added longsword
machete has higher durability
fixed radiation icon being a biohazard icon, derp
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rigged up the 2handed clever view model
added an explosion decal.
added large bridge standard section
adding bridge maps and some more generic textures.
Added road crossing textures.
Organising left side of inventory menu to accomodate stats
More data type name consistency changes (GrassPopulation/DecorPopulation)
Added Grass and Decor tabs to BeforeEditor
Hitbox, health, need to clean up properly when you die.
Added variable speed runs for hit->run mechanic
crossbow vm rig, anims, controller, SFX events & vm prefab
Moved Scripts/Graphics/Terrain to Scripts/World
Renamed SpawnPopulation -> SpawnPopulationSettings
Reduced rain probability overall
Allowed rain in the arid biome, albeit less intense than in the other biomes
Network++
Added trackir.refresh and trackir.recenter console commands
Fixed some issues with ResourceView not updating skin visibility properly
Remade pine view prefabs
Added ferns decor asset
set all standard materials in wild west env to specular setup. removed emission from shaderforge shaders that aren't self-lit, and set to deferred
Added SynchronizedClock (synchronized using ingame time seeds, no additional networking)
Synchronize ambient sting sounds across clients using SynchronizedClock (everything except SoundRandomizer)
Store layer name in EntiySettings derived assets and set in EntityView.Setup base method
Set EntityComponent IsActive on init
Wrap de/activation of ECs in conveniece methods for readability
Consistency checks across all Entity derived types and their init routines (Unit remains an exception due to some older view creation code)
EntiyView and derived classes cleanup
Tier furnace art, models, lods, col, gibs and prefab
Fixed red fuzz on player skin
Clothing screenshotting tools