134,057 Commits over 4,444 Days - 1.26cph!
Small amount of boats and rideable horses now spawn procedurally again
Mostly fix getting stuck on its side
HumanNPC cleanup before starting to move stuff out
Committing game manifest prefab auto-updates
Replaced a bunch of UnityEditor.EditorUtility.SetDirty with UnityEditor.PrefabUtility.SavePrefabAsset in DoPrepare
Do I understand why? No.
Do the docs explain why? Also, no.
Does it fix the bug? Seems to.
Added "Assets/Prefabs/Reserialize Selected Prefabs"
Fixed spawn handler setting spawn population reference on the prefab instead of the instance (made purchased entities count towards wild entities)
more conversion, sense fixes
Fixing some movement issues
EffectRecycle tweak to ensure we're not reimporting things accidentally on the build server all the time
Committing GameManifest LootSpawn generated files (build time debugging)
Committing some more prefab auto-updates
vm chainsaw - fixed issue with jacket clipping camera
EffectRecycle tweak to avoid prefabs thinking they've been edited in DoPrepare when they weren't (probably doesn't do anything)
Spice bush and willow bush billboards
merge from lower_face_wearable
Added Harbor phone booths
Adjust train engine power and drag
Train now moves at correct speed on cubic hermite splines using a lookup table. Some slight jitter that I need to look into
Working on a lookup table to allow a constant rate of movement along cubic splines. The simple "spline t * distance" system existing in PathInterpolator doesn't account for the shape of the spline, causing the train to slow on curves
Debug.editorselectinrange now works in demos and will use the position of the debug camera for it's origin if it is active
wip scientist memory/senses conversion
Can now deploy and pick up the drone
WIP fixing collision and landing logic
procedural grouping and tree line widget
Fixed issue with standard terrain blend + shoreline wetness.
Updated dead pine prefabs / removed random rotations on X and Z axis
Pine billboards / New material for pine saplings
Merge from growable_rain_merge
splited shredder component, added LOD and prefab setup
Where we're going, we don't need gravity
Don't add throttle forces if train is colliding
Trying a new hybrid physical and spline-based train movement system
Working on workcart collisions. Some issues, may need a new approach
Reworked rain implementation: standalone plants no longer receive any bonus for rain
Planter boxes will now fill up with water if it's raining and they are exposed to the rain
ingame node layout and grouping
New billboards for beech, birch and oak trees
wip clothing fixes to tanktop