199,294 Commits over 4,140 Days - 2.01cph!
Bad usings in species settings
Fixed FoliagGroup material copying/assignment not working
checking in some meta/fbx files
added Dylan's 2DVFX folder to unity project
Fixed bone knife animation fuckups
Fixed having to hold USE to pickup - instead of tapping
Fixed not being able to pick up some items at weird distances
Dropped arrows are arrows
Arrows stick in stuff properly
Arrows that are stuck inside a player/npc properly transfer to its corpse
Fixed a bunch of weird parent position stuff
Updated RustNative
Tweaked noise backend
Oaks don't walk on six legs anymore. Pines don't float on slopes.
speedtree animateCrossFading = 1
Cleaned up DebugUIZoneTab a bit
Fixed not shutting down EAC properly
- Area0 work
- Area1 changes to open up the level a bit as it's a noob area, started a gated trap area
- Made a Pipe Spawner prefab
tweaked shader on swamp trees and ground. added buildings with torches to swamp court.
Dust slide effect + script
Scrap ceiling light, ~~all the files
reducing ceiling light textures sizes to 512
added fog and height fog to swamp court. enabled AO. Vertex lit (shadow) on the ground behind trees
Checked the "animate cross-fading" checkbox on the tree prefabs
Updated character select, can now start game!
Fixed green roadside trees spawning in the snow biome
Increased powerline topology radius
Merge from terrain-improvements-2 (procgen8 + hapis3)
Entity spawning and player shit.
ISelectable improvements, added widget and some listeners in GameUI
Fixed time not progressing
Flowers are lighter to render, better lit, and don't have a terrible outline.
Fixed roads being slightly *too* random (i.e. different every time you connect to a server)
Network++
Save++
Less shitty forest clutter. Autorock tweaks. Flower and fern spawntable tweaks.
More PlayerController and interaction tweaks, killed some weird bugs with rect selection. Lots o' cleanup
AO performance optimization. Light tweaks.
Missing file. Hid the ferns until they suck less.