199,277 Commits over 4,140 Days - 2.01cph!
Fixed BehaviourGroup decision maker NRE
Added amplify color LUT pack
rigged up and animated the Semi-Auto Rifle that Tom made
* Fixed a crash with trigger_hurt
Automated Linux Build #113
Automated Windows Build #113
Automated Linux DS Build #113
NonSerizlied attempts to stop error spam about serialization depth aka fuck you Unity
Server size / seed / salt convar writeback
Fixed monuments occasionally messing up rivers
Fixed some cave_small prefab fuckups
Fixed monument fadeout noise occasionally leading to floating objects
Fixed rivers occasionally going through monuments
Procedural river / road parameters are exposed in the generation scripts (for roads these will eventually be defined by the road connection nodes of monuments)
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created low poly temple stairs, unwrapped, baked and textured. created high and low poly temple sun and moon icons, baked, textured.
added sun and moon icons to unity project. added new stairs and textured. cleaned up and re-lit scene
road_dirt material tweaks
slightly reduced road width for scale
Water treatment plant, added missing escape route for one tank
Sat dish material changes on smalled rocks
Misc cleanup, comments, summaries in DM classes
Allow StatMeasurement to target either Current or Normalized value of a RangedStat (Need, Vital etc)
Mace, Longsword & Salvaged cleaver are now throwable
longsword world prefab update
PlayerController refactoring and cleanup
Effect and Trigger organisation/cleanup
EffectParametesDrawer improvements
NestedEditorDrawer supports enum selection of Asset types from abstract base types
added stone props and bake files
- Level exit portal now has keyboard prompts and can be used with Space
fixed human female anims
changed sleep anim to hide eyes
test anims for human run while leaning left and right
removed male prop objects
BehaviourChain.Add assigns element.Behaviour.BehaviourChain