195,941 Commits over 4,110 Days - 1.99cph!
Removed default normal alignment and rotation randomization from clutter scripts
Updated clutter prefabs (need to align to normal via decor components now)
Added LCD effect for cloud court
- Fixed a bug in the TOD persistence.
- Fixed a bug in weather type persistence.
quick commit of this morning's work
Updating ignore for root folder csproj
Added AgentAttributeWizard for creating new attributes
Roadside / riverside tweak
Tweaked path side placement
Refactored ProceduralComponent system to use two passes (pre pass and final pass)
Increased river vertex count
Generate river mesh in procedural final pass
Apply terrain modifiers, terrain anchors and decor components before instantiating the prefab
Removed some hacky code that's no longer required from the decor and monument placement scripts
Grass placement rule tweak
Probably fixed errors from merge.
Unit AI is now loaded/activated on load too, making the units actually work after load.
Camera now spawns in the correct position over the player tribe after load.
Updated Igor fbx so blendshapes work
Marged, propbably need to fix shit now.
Added Ionic.Zip dependancies
Tweaked sand splat mapping
Made forests in the temperate and arctic biomes bigger
Half finished player updates and item classes. Need to consolidate everything now.
Tweaked micro cliff placement
Ported new overhang assets to the procedural map
- Updated TOD
- Removed Andre's Water
- Ported in old Water shaders from the trailer build
Added new targets to shaders
Ported the new cliff assets to the procedural map
Made changes to networking. Still some shit to do on the list.