199,313 Commits over 4,140 Days - 2.01cph!
Updated Ape source anim file
tweaked main rock lightmap colours
Animals now consider their attack direction in 2D.
Cleaned up terrain splats; split normal+height into normal and height; also deleted _generated
Added an additional list for height maps to be processed by Terrain Atlas Generator; paving the way for extended atlas packing
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
Deleted checked in project files!
Added lifehandler to storagebox
Raw and cooked rack of ribs models, textures, and prefabs for boar, deer, wolf, and bear
[block_party] block swatches change a bit each phase
[block_party] added graphics for squid block
[block_party] tweaked squid graphics
[block_party] tweaked dragon graphics
Percentage Stat modifiers applied on top of absolute modifiers
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
Fixed/Changed GiveItem (@zon)
fixed NRE spam in BaseAnimal
Coroutine.Suspend() and Coroutine.Resume() will now fail silently if the Coroutine was already suspended / running.
Post-build deployment, GUID: b367d48c-7e51-4f9a-a841-6b258117f93c
[block_party] block sides have diff color for final phase
[block_party] increased whiteness of eyes
Converted more scripts to use TerrainExtension
Added some basic extensions to the test level terrain
updated clips for Ape_run_north
Added 1st pass Ape forehand_stand & meta data
Wired up elvis forehand in the controller
Merged changes from main.
Missing files from merge.
added test skybox, tweaked sunshafts, removed grill areas behind each player position and extended court plane. set up basic metalness property on metal materials.
Subtracted the animal survival rollback. (4028)
Reapplied changes up to commit 4026
Added missing SERVER blocks.
Storage box now uses BaseCombatEntity
BaseCombatEntity uses lifestate
Rebuilt all scene prefabs after all that chaos and destruction
brightened up bank vault texture, starting to cut in centre court mesh
Made TreeMesh fall back to placeholder meshes if the terrain doesn't support batching (i.e. is missing the component)
Merged changes from main.
Fixed that TerrainMath would initialize with all-zero terrain dimensions on non-procedural terrains