201,590 Commits over 4,171 Days - 2.01cph!
tweaked skybox colour, updating lightmap materials
Added lookDir to ModelState message
Added ModelState lookDir handling
Added onLadder and lookDir comparison to ModelState.Equal
Network++
F2 menu automatically refreshes TrackIR
added large bridge columns_A,B,C
added large bridge broken ends A,B
added large bridge foundations A,B,C
added large bridge materials.
re-working wild west scene to be more built-up one end and more open the other. Repositioned rocks foliage and buildings
Fixed female model detail normal size
Moving lots of foliage source files ;x
Added timing for overall duration of the procedural generation
Fixed player aim in inventory
Retired Resource Layer (moved prefabs to Default)
Retired Terrain Trigger layer
Foliage tools scripts manual merge
Gave displacement its own layer
Merged layer antifuck branch into main
Moving all foliage assets around a bit, and renaming to match new conventions (type_family_variant_state_N)
Bridge material and model tweaks
Inventory reliability tweaks
Added initial crossbow world model & wm prefab
Added bridge shit to Asset Gallery and updated materials
Adding model and textures for the mining crater
Refactored radtown loot spawn
FoliageTools updates, now resides under Tools menu > Process SPM Assets. Takes all SPM assets, consolidates materials, creates prefabs with NavMeshObstacle components using ST exported CollisionObject0 collider size, copies materials (with sensible names, using the Before/SpeedTree shaders, assinging TintMask textures if they exist) to Resources/Materials/Foliage for runtime tinting.
Long sleeved shirt and pants highpass, mask
Don't let them in the server if family share owner is banned
Don't let them in the server if family share owner is banned
added new wild west geometry to unity. setting up new materials and lighting