199,956 Commits over 4,140 Days - 2.01cph!
[current_mood] stopped removing sprite in title stage
Fixed game uploading to reflect changes to the web API.
Added anim event to body backhand volley and added animation to controller - Renamed clip - added bits of new UI
Games are now automatically packaged before uploading, and you no longer need to press the upload button a second time after logging in.
Re-enabled threading in-editor
Fixed new issue of not being able to hit objects with torch when lit
Mixing terrain splat normals with base terrain normals for more pronounced and detailed hill lighting
Updated to b20. Added some shit. Added chat.
Simplified Scene2Prefab to reference GameObjects instead of pathnames
Can have multiple Scene2Prefab's per scene
Scene2Prefab's don't have to be root objects
Translate initializes automatically on first use
Added Transform.GetSiblings<T>()
Server browser WIP
Added LocalizeText component (for localizing a UI.Text)
Changed torch animator so both lit & unlit states work on one layer
Started implementing global graphics scaling and rotation.
Finished implementing basic scaling and rotation, although acts locally for now.
`Graphics.Rotation` and `Graphics.Scale` now act globally.
unwrapped inner ring, finished outer, 75% textured on inner
- Improving UIManager/UIScreen transitions via an animated transition overlay (GUI/Overlay in startup_scene.unity)
- Added base UIWidget class, made RadialMenuWidget derive from it
- Subscreen and Widget exection forwarded through UIScreen
New screen transitions started
Updated torch vm anims, changes to anim controller
[racer] Started work on car collisions.
Started writing some helper methods for line-line intersections.
Some tweaks after moving to b20.
Fix lit torch attack not playing strike effect
Refactored how GameManager works (to remove Realm usage)
First version of custom environment Standard shader with CryEngine-style "Blend Layer" support
redid all of the animals' mecanim state machine. They transition to/from each state much smoother now (no more snapping from sleep --> awake)
Fixed the riduclous amounts of shininess on the chickens. They no longer look like they came out of a Lady Gaga video.
Increased terrain resolution (4x)
Added proper segmentation to heightmap generation
Added dunes to heightmap generation
Increased forest density, frequency and size
Increased valid noise seeding range
Optimized checksum generation
Fixed a bug where new animals would immediately starve to death.
- UI Screen tweaks
- Trees now on their own Layer (helps with camera raycasts)
- Nuked Amplify LUTs (to re-done)
- Renamed PlayerCameraControls to PlayerCamera and refactored input a bit, improved edge scrolling timeout used after grab move and mouse orbit
adjusted some preventBuilding radiuses
updated sleepingbag model
Added decision states to AI prefab.
Merged changes from main.
Set up AI decision curves.
PrefabPreProcess only process prefabs (in editor)
More UI progress
NPCAI now uses Decision.State.
Loading screen redux
Don't spam commands into the console when loading config file
AISense once again uses structs.
Updated mid-level jacket to work better with underlying layers
Added long-sleeved t shirt model, textures, and prefabs
Fixed animal sense properties.
Fixing CameraControls.IsFollowing check in PlayerUnitControls