244,495 Commits over 3,898 Days - 2.61cph!
Going Home basically done fuck all.
Let's try not to slaughter poor CPU cycles with Mathf.Pow(x, 2)
Fixed that TerrainMath would initialize with all-zero terrain dimensions on non-procedural terrains
Merged changes from main.
Made TreeMesh fall back to placeholder meshes if the terrain doesn't support batching (i.e. is missing the component)
brightened up bank vault texture, starting to cut in centre court mesh
Rebuilt all scene prefabs after all that chaos and destruction
Storage box now uses BaseCombatEntity
BaseCombatEntity uses lifestate
Added missing SERVER blocks.
Reapplied changes up to commit 4026
Subtracted the animal survival rollback. (4028)
added test skybox, tweaked sunshafts, removed grill areas behind each player position and extended court plane. set up basic metalness property on metal materials.
Missing files from merge.
Merged changes from main.
Wired up elvis forehand in the controller
Added 1st pass Ape forehand_stand & meta data
updated clips for Ape_run_north
Converted more scripts to use TerrainExtension
Added some basic extensions to the test level terrain
[block_party] increased whiteness of eyes
[block_party] block sides have diff color for final phase
Post-build deployment, GUID: b367d48c-7e51-4f9a-a841-6b258117f93c
Coroutine.Suspend() and Coroutine.Resume() will now fail silently if the Coroutine was already suspended / running.
fixed NRE spam in BaseAnimal
Fixed/Changed GiveItem (@zon)
re-exported buildings so that balls_lights are now 2 materials, 1 with no transparency for the sign and window, one with transparency for the ball tank and glow
[block_party] tweaked dragon graphics
[block_party] tweaked squid graphics
[block_party] added graphics for squid block
[block_party] block swatches change a bit each phase
Raw and cooked rack of ribs models, textures, and prefabs for boar, deer, wolf, and bear
Added lifehandler to storagebox
Deleted checked in project files!
Added TerrainExtension system
Made meta, math, skin, layout and tree batching terrain extensions that work with any terrain
Refactored the first part of the terrain generator to utilize terrain extensions
Added an additional list for height maps to be processed by Terrain Atlas Generator; paving the way for extended atlas packing
Cleaned up terrain splats; split normal+height into normal and height; also deleted _generated
Animals now consider their attack direction in 2D.