255,066 Commits over 3,990 Days - 2.66cph!
increased the size of the horse by 20%
Fixed the most extreme floating rocks/flowers. Part 2/2.
Fixed the most extreme floating rocks/flowers. Part1/2.
Map v1 (just fog of war, no drawing yet)
Fixed phrases fucking up if newline
Added NeedsMouseWheel
Added UIEx (extensions for UI)
Misc performance and profiling
WIP Mavis forehand volleys
FOR FUCK SAKE burner and camera prefab for new flame and bloom
FOR FUCK SAKE tweak material
Use only map in beltbar
Follow player until click
I managed to do so, and it works!
FOR FUCK SAKE updating shaderforge
some cleanup, and an attempt to save GroupActivity (not sure how to spawn me a group to test tho :D )
Added ignore for a debug folder where I can stuff dirty test scripts, without Plastic harassing me with gusto.
added a custom editor for tester to save/load
got WorldActivity to save and load
Added topology filter to cargo plane
Refactored world initialization
Added support for procedural components to custom maps
Apparently these are used for menu state.
Cleaning up a bit, or breaking shit...
Fixed player clothes sometimes rebuilding multiple times after change
Added ItemModContainerRestriction
Only one map can be equipped at the same time
Adding Activity variants to persistence, need second opinion
Added ServerRPC Conditional IsActiveItem
Made texture2D.Clear 10x faster, allocates relatively no memory
Map fogofwar saving/loading
- Moved the machine-name quality setting stuff to GraphicsOptions (because that actually makes sense)
- Removing the "3d" stuff from InfluenceMap
- InfluenceMap.Image is now flipped so it actually matches up with the underlying zone
- Cleaned up InfluenceMap update routines but they're slow as hell anyway