201,448 Commits over 4,171 Days - 2.01cph!
Testing new hit mechanic by checking ball pass point slightly infront of player
Physics layer adjustments for less client and server lag
Updated lighthouse max file, more fixing still not 100% right.
Lighthouse fixing, scale and uv issues still to fix.
Making proper windows and doors instead of bodging them with cubes.
Fixed my scale issue, it was my error from this morning. Pivot error was throwing the scale out ingame =/.
Added DisableMaterialImport asset processor
Organized the monument assets in a somewhat future-proof fashion
sandstorm textures / sounds / script / prefab
Added SetupPrefab hepler func to UnitView.
Updated RustNative information (we probably need to review this info for all dll/so/dylib)
- Fixed last few issues with UnitView/HumanUnitView changes.
- Rexported a lot of assets to fix inconsistencies.
- Setup arid/tropical/temperate/arctic human races.
- Removed Eye coloring from UnitAsset settings
- Updated all the prefabs ever
Changes to the building system.
added particle system for various leaves blowing.
added smoke puff to several of the footsteps.
Spiral now has equidistant nodes.
Backup commit. Scene stuff and new trees.
[platformer] blocks dont switch direction as often
Reverted some accidental string refactoring in other scripts.
Fixed wrong mesh in cliff01 prefab
Stopped WeatherController init-self
Removed self init in Start from WeatherController
Added proxy methods to CabinetBase to access internal members of GameBase.
Fixed quickbursh eraser. Issue was that ctrl+x getkeyup was registered twice for each hit. I just added a button repeat timer threshold.
Fixed up the screen reflection shader to reflect changes to the unity standard shader.
Set games for all the cabinets in GameTest.unity after they were forgotten by the change to a new game source system.
Just making sure SkyDome is saved with optimal settings.
Fixed the weird artifact that let you see screen reflections on surfaces facing away from the screen.
Fiddling with dll meta files again
Added a deferred implementation of the screen reflection shader.
Getting rid of 32bit so files we don't use
Removed unused reflection map.
Lets disable 32bit libraries completely in the editor
Alright fuck you unity. Not including any 32 bit libraries, going to copy them over manually instead.
Subtracting from the subtractive satellite dish commit
Queue and spread conditional model updates
Removing broken things
Restoring compatibility with the current server version
Re-implemented OVR support.
Corrected the screen reflection scale.
Screen reflections now show individual pixel LEDs.
TOD Params loading for Biomes via xml (button on manager to force load in editor, loading on init at runtime)