248,609 Commits over 3,928 Days - 2.64cph!
finished the spear animations.
added "torch_unlit" to the devplayeranimation script.
Added basic flee behaviour
Added a bit of bloom, raised cabinets so their feet are exposed.
Added a bit of bloom, raised cabinets so their feet are exposed.
Added graphics.fov to PlayerEyes again
tweaked SingleGameTest settings
tweaked SingleGameTest settings
[ultimate_soldier] starting on walls
[ultimate_soldier] starting on walls
[ultimate_soldier] refactored depth handling
[ultimate_soldier] refactored depth handling
Backup commit, scene stuff.
Backuping some files before I ruin them.
[ultimate_soldier] multiculturalism
[ultimate_soldier] multiculturalism
Crevasse sculpt. Various Unit source updates.
Tweaked FreeCamera script a bit (not used in gameplay just useful for scene work).
Added Crevasse model
Added uniformly curved screen overlay mesh.
Added uniformly curved screen overlay mesh.
Reflection probes, smoother screen model, image effects tweak.
Reflection probes, smoother screen model, image effects tweak.
Implemented Green T-Shrt
Implemented Snow Jacket
Resized some textures (for sdk, github size limits)
Player model scene - initial commit
Updated texture res on bolt rifle vm
Fixed building upgrade system being out of sync
protocol++
adding new bolt rifle textures & materials
Prefab updates just to be sure
Updated TOD and WaterUpdate with Andre's magic.
Fixed ironsights not working
Updated vm bow source file
Time of Day update to 2.1.1 prerelease 2
We don't want flying bears just yet Bill!
Deleted Builder module (made redundant)
BuildingBlock uses less bandwidth
BuildingBlocks can now be upgraded
Placeholder upgrade skins for Foundation and Wall (just material changes)
Upgraded BuildingBlocks take less damage
Protocols++
To avoid creating arcs with massive radii I now snap them to a straight line!
Fixed bad param names in anim controllers
Custom gizmo test which isn't actually a gizmo and is thus basically useless!
Groups now spawn with random Y rotations.
GroupController.spawn_unit no longer hardcodes the Y spawn position...