256,492 Commits over 4,018 Days - 2.66cph!
* Fixed timer.Pause & timer.UnPause not check whether the timer is already paused or not
* Fixed game.CleanUpMap() duplicating all decals created by infodecal entities
* Added multvar and incrementvar to blocked convar list
* GitSync
Unhid the underside mesh of floor.triangle.twig
Grassland splat mapping tweaks
Initial work on UnitAssetEditor custom inspector stuff
Metal roof new slope, added a global LOD, Added Gibs
Other fixes
Decal timeouts
Metal bullet hit decals
slowed down caterpillar tracks anim speed
combined all test_court walls in to 4 wall objects, re-skinned with bones. changed caterpillar tracks to be one object and skinned.
Persisted PlayerBuildingControls
Persisted Building
Persisted Wall
Persisted Wall Section
Forest splat mapping tweaks
Prefab scene placement updates
New transition, removed unused files
Smoothened river mesh slightly
New repair bench check in.
Fixed `server.seed 111111111` resulting in seed `111111112` and various related issues
FOR FUCK SAKE Switched maya file to FBX/ Added shaderforge standard material
fixed an incorrect lod switch
Properly handling player disconnects. Test.
Twig roof new slope, added a global LOD, Added Gibs
Added generic versions of the rock materials (those are the ones that will be parameter-adjusted using property blocks)
Rock prefab updates and tweaks
Terrain raycast tweaks
Laid the groundwork to properly persist buildings and walls.
Retired the concept of overlay splats (there are smarter ways)
Tweaked prefab mountain scale
Removed some deprecated code from SpawnFilter
Group stuff re added. Neeeds testing.
added collision to test court and wild west courts
Unit AI, Agent and Attributes are now persisted.
added collision for cloud city court
Stone roof/Wood roof ~
Moved to new slope, added a global LOD, Added Gibs
Decal layer masks
Fixed stone constructions being made out of wood
Changed camera culling mask
Updated scene, switched on auto load of game scene, moved all test characters into a game object