243,913 Commits over 3,898 Days - 2.61cph!
got rid of clovers
adjusted flower lods
Fix stag footstep sound references
Turned shadow casting off on clutter flowers/clovers
BuildingBlock / Signage need to start disabled
Made low-quality LOD of roofs disappear again when getting close (temp fix)
Removed trigger-based nearby entity detection from camera
Made conditional building black spawning use the LOD grid (now also affected by object quality slider)
Made sign texture requesting use the LOD grid
Don't strip all scripts that implement ILOD from servers (implement IClientComponents if desired)
Added optional unique param to ReorderableListDrawer, for unique lists
- BeforeEditor updates, cleaning up tab setup a bit (removed title constructor bullshit)
- A little more work on SpeciesSettings and the editor for them
Ladder placement orientation
textured roots and tree trunks for swamp court
Separated out shot selector
-Resources have a nice editor window for views now, with views being selectable per ResourceStates.
- Bouncer enemy work
- Area0 work
- BaseMovement now can be forced to use it's entity's forward direction instead of desired forward direction
- Added shaders to forced include (wip fixing something)
Lets treat prefab/asset/unity files as binary - because merging them should never happen
Editor path fixes and Species creation
Resources folder cleanup. Updated BeforeEditor paths
Ladder trigger
Ladder movement
PlayerMovement dev scene
Serverside held entities properly hidden in editor
Skipping FixAtlasMipLevels in D3D11; UpdateExternalTexture bug was disabling bilinear filtering permanently
Deleted some SE plugin inspector terribleness
- Setup Bouncer enemy prefab with new model
- Area0 work
Don't force-initialize LOD grid when refreshed
Added object quality slider to F2 menu
Updated BeforeEditorBuildingTab asset editing and view creation.
Mushrooms no longer collide with player movement
Removed deprecated inspector variable from spawn population
Keep track of spawned densities in spawn handler
Prevent any densities higher than 2 * population target density
Converted hand placed Hapis Island rocks to LOD grid
Updated shader variants
Added Powerline pole LOD
Fixed littery sleepers
fuck! forgot to check in some shit.. fuckity fuck the horse i rode in on..
fixed the weird Super Mario Bros foot sliding of the player when he came to a stop. The player's feet now stop much quicker.
Added multi-directional jumping animations.
fixed bug where if you walked closer to an animal for the first ttime, it would appear to be running in place like it's ass was on fire.
FOR FUCK SAKE material with glow and mask
FOR FUCK SAKE texture path to mirror the model folder
!A transparent shader
!A bouncer model/texture
lowered the playback rate for some of the player animations as some people have commented that the player runs like he's on crack
Added some clothing world models
Fixed skinning issues on jacket_mid. Updated LOD3 on snow_jacket to be lower poly count. Added "_new" prefabs for snow and mid jackets to address skinning issues with old prefabs.
Make new animal footsteps more distinct
Fix for rust blend layer spec shader
Added uv scroll to rust standard and blendlayer shaders
Added metallic path to relevant standard layers
Added metallic version of rust standard shader
Updated SpeedTree shaders to 5.1.0f1
Added extra transition from run->runhit
Updating error logger urls for 5.1