200,001 Commits over 4,140 Days - 2.01cph!
Pre HDR-lighting unfuckery backup commit
Tweaked TOD settings quite a bit, ambient should be better
Fixed IsCarryingItemCondition not actually being implemented!
Added seperate Interaction for butchering/harvesting an animal
Added more conditions for unit diet type, herbivores will no longer eat meat, carnivores no longer eat berries
Added FoodTypes and data to ConsumableParams
Changed species dietry preferences to a weighted list of FoodTypes, updated considerations to score against this list rather than item ID
Updated all consumables with better effects and FoodTypes
Updated all species dietry data
- Now defaults to m/k controls when bypassing control select screen in editor
new atlas and move animals and human male items to it
new human male items, first pass to see how everything works
mouth test for human male - trying this
may have broken something on bear hat with merge?
Updated species data that i forgot to save
SpawnPopulationSettings supports SmartObjectSettings
Shrubbery and rock/cliff values
Make colliders on smartobjects without views a bit bigger by default
Skin shader tweaks
-grazing goal and interaction
- More pipe dungeon work
- Screw you damage increased to 2-5 from 2-4
Fixed missing collisions in military tunnels after LOD'ing
Added UnitDietConsideration
Added Graze interaction to Grazing Point SO, replaced GoTo action in the chain with GoToInRadius (25)
Added SmartObjects to debug spawner
Bear material tweak
Graze interaction tweaks, hooked up some more states in the generic animal anim controller
Craft window/hud boilerplate
exported WW combined meshes and textures
added new combined materials and meshes to new ww court (ww_combined)
reduced tris, combined textures, changed shadow distance and set many objects to static.
Removed some old materials, more to be removed later.
Tweaked DOF and other camera scripts.
TOD, material and post tweaks
FOR FUCK SAKE playership prefab
!A playership prefab scene
FOR FUCK SAKE all playership part
FOR FUCK SAKE player rig/scene/idle
FOR FUCK SAKE big cleanup of the player souce files
...probably broke some stuff on the way~
!A player part source file
manifest + phrases + loot
adjusted hp and cost of new gates and fences
- Fixed playship transform assignments
- Assigned transforms in PlayerShip scene
- Rebuilt prefabs from PlayerShip scene
- PrefabLink can specify an override for build order. 0 is default < 0 priority
- Prefab rebuilding tool now builds prefabs in order
- Player prefab rebuilding/linking/model stuff
- Weapon anchor points are now taken from the PlayerShipModels componnent
- Merged player prefab stuff back to main
Call UpdateUserData for Steam
- Made a new enemy pack without Booze burners for pipes missions
Properly computing ambient lighting for "Before/VertexLit Blended"; because unity isn't binding the proper ambient probe for vertex lit
set many realtime lights on ww court to baked and rebaked lightmaps
Cowboy - backhand_dive + clips
Cowboy - forehand dive meta update
-little wait action fixes (typo, and wait time being always == MinWaitTime)
Fixed remaining transparent surface fog issues affecting mostly global fog on water and particles
Transparent surface fog fixes and normal encoding updates; touched all affected shaders