243,429 Commits over 3,898 Days - 2.60cph!
Consistency cleanup for asset listing in editor windows
- Adding some more convenience and fuctionality to AttributeEditorWindow (inspector selection, add new, delete etc)
- Added skeleton wizards for Needs and Modifiers
- Added UnitEditorWindow with basic asset listing and inspector selection
River splat mapping tweak
prevented player from flinching in his sleep
tone down the view rotation when attacking with melee weapons
Tedious resource prefab updates, fixing some minor issues in the process
merge from main/riversound
bleeding *actually* stops when you are wounded now
beartrap more likely to wound
Furnace provides comfort
Fixed bug where a tool cupboard placed too close to a wall would prevent other blocks from being placed closeby
Dead players provide no comfort
Sleeping players add half comfort
FOR FUCK SAKE shaderforge 1.12
Never wound while sleeping
bleeding stops when wounded
Updated Igor east & west runs (more sidestep)
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Updated UI - need to add special meters though
Moving some editor scripts into more sensible places
added cloud city wires max file
tweaked cloud city amplify colour
Queued Updates are working properly again. Player getting reconnected to network player if it exists. Temp fix for culling grid error.
added lights to cloud city stage, added wires and toolbox/court decorations. tweaked lighting slightly
Removed default normal alignment and rotation randomization from clutter scripts
Updated clutter prefabs (need to align to normal via decor components now)
Added LCD effect for cloud court
- Fixed a bug in the TOD persistence.
- Fixed a bug in weather type persistence.
quick commit of this morning's work
Updating ignore for root folder csproj
Added AgentAttributeWizard for creating new attributes
Roadside / riverside tweak
Tweaked path side placement