199,208 Commits over 4,140 Days - 2.00cph!
FOR FUCK SAKE player ship textures
FOR FUCK SAKE glow on burner as the script make the glow selective on the different body part
Fixed footstep references
Added additive HDR shader to shader variants
Uploading terrain blend inspector fix for Diogo
Enlarged the quarry tower surface so the player can navigate on top of it normally, added a scrolling material for the belts, added some construction renderers to use lower LODs for guide
FOR FUCK SAKE try to fix player material crash problem
Use particle accumulation rather than terrain blending where possible
Patched particle accumulation to take albedo alpha as accumulation opacity
Added rock sand / snow particle accumulation textures (lower res, VRAM-only, compressed, packed spec / smoothness map)
-little helper class for the editor
-a very generic attempt at making an harvesting action. It's possibly not the right way, but at least that way people can point, laugh, and explain :D
-readded biome to greebox
-possibly hopefully fixed my VS going mad all the time.
Exposing Agent Needs and Attribute lists
Tweaking Unit Selection a bit
Updated UnitDebug scripts
Load shadervariants from the bundle
Added terrain renderer toggle to dev menu
Don't init itemmanger twice in editor
-merged with main for resharper settings
Running Hits for Igor - Updated controller, shot selector, config table
Manger.update renamed to Tick
PlayerComponent update renamed Tick
Updated resharper settings to ignore third party
Also ignoring Assets/Editor and Assets/Standard Assets
Reverted some accidental ThirdParty script changes
More debug info on startup (for support)
added new trees to unity scene, creating buildings in max
Changed singleton component setup process to guarantee initialization before any other script enters Awake() (using GameSetup)
BeforeEditor fixes and resharper settings update
Moved UnityVS to Assets/ root because apparently it's being a dick now
Added ParticleSystemCull (use this Petur)
Tweaked particle accumulation texture tiling of generic rock materials
Disabled vertexlit fallback on all of our custom standard shaders (falls back to it with lod shader LODs, looks utterly broken)
Fixed some class / filename inconsistencies
Fixed some assets missing scripts
Disabled Weather
Nuked some old assets that survived the merge
Anims and some other stuff.
Trying to get back to normalish.
Canvas.BuildBatch HUD tests
Nuked ResourcePine.cs
Added base Harvest logic to Resource
Added some Growth related data to ResoureSettings
Added Growth method to Resource, using ResourceSettings data and TOD_Time Actions
Fixed Harvest() call in HarvestResourceOneOff action