199,294 Commits over 4,140 Days - 2.01cph!
More camera cleanup and tweaks
Improved monument spawn filter checking
Moved stone skin lods to atlas texture, prefabs updated
Better Crafting - part 1 http://files.facepunch.com/garry/2015/May/27/2015-05-27_14-48-02.png
handcuffed holdtype meta files
Fixed camera issue left over from merge
Fixed human anim controller issues
Added custom inspector for Zone, with an enum popup for Biome (ensures that we always have one selected, as a bonus)
Deleted activity tester scripts
- Area 0 mission setup with placeholders
- Bug fixes
- Dialogue/mission event improvements
Moved wood skin lods to atlas texture, prefabs updated
pro-optimised trees and roots, rebaked vertex lighting and re-exported.
populated swamp environment with new roots and trees, and now added swamp plants
removed old materials
Merge from zone resources
Some Editor tweaks
Refactored Action method names to match style
Added a few attributes, needs and triggers
Added SetAnimatorTrigger Action
Crafting queue http://files.facepunch.com/garry/2015/May/27/2015-05-27_17-19-43.jpg
Character 07 assets. Working on BS and expressions.
Updated Lion-El rig & added anim template
Lion-El forehand body & stretch anims + events
Increased road and river width
Changed a bunch of stuff about how roads and rivers are generated
When placing a roadside object fails try again as soon as possible (instead of waiting for the next node)
Only connect powerline poles if 3 or more can be connected in a row
Triggers can now use different measurement operators in evaluation
Added new human death anim
Added new Triggers for health and temperature
Added SetDestination Acion type
Editor updates
SmartObject uses OnTriggerX instead of OnCollision
Added big-ass high voltage powerlines
Added new curves library
Fixed curves on all attributes
Fixed NRE in agent need eval
Better string formatting in debug UI
Trigger evaluation returns bool and spits out a weight, instead of returning weight (this fixes triggers)
People die now. YAY
NeedWeightThreshold Trigger operator switch updated
Fixed early singleton initialization in standalone builds
Fixed NRE in ZoneSeasons.SetupRockPrefabs()
first pass at reloading sounds
First pass at generic asset prefab and view prefab management in BeforeEditorTab (currently working for Buildings)
Reimport shaders on build if needed
Added anisotropy and parallax graphics UI options
Drastically reduced terrain and terrain-blend shader variant count; simplified shader LOD options
Added graphics UI logic for anisotropy and parallax