199,294 Commits over 4,140 Days - 2.01cph!
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More optimizations.
Prefab prep.
Updated TTT to the latest version
Dungeon test
LOD error fixes.
Fixed lift shafts in the rocket factory / reenabled lifts / created additional exits for warehouses / fixed computer cabinet rotations
Added blockers to the rocket factory to prevent getting stuck
Fixed lift shaft collider
Graveyard asset processing & cleanup wip
Changed terrain atlas generator to support spec+smooth in the same texture instead of separate
Rebuilt terrain albedo and normal atlas + compressed externally to force maximum number of mips
Added Petur's adjusted and fixed terrain splat textures + reference materials
Renamed all terrain splat textures as _albedo, _normal, _specular and _height for consistency
Set all terrain4 material specularity and smoothness params to 1.0 + now default
Fixed terrain layer shader outputting incorrect specular values (gamma issue)
Nuked unused splats
Added terrain material reference mini-islands to TestLevel
added railway bridge prefab segments and fixed materials
Fixed rust/std terrain blend shader black detail occlusion
Fixed hitch when opening radial menu
Camera module FOV changes
Reduced rock smash time
Post tweaks
Added fake indirect reflection shadowing for pixels receiving primary light shadow
Fixed in-progress building upgrades not loading successfully
Added a Clear Blackboard Desire ability and hooked it up to the Clear Desire goal plan (should stop empty goal plan messages, pretty sure this is what this goal plan was meant to do)
Replaced using EventTrigger for buttons sounds with a new ButtonSound component
EventTrigger consumes all ui events, so it blocks scroll views working (explains bad scrolling on craft+build screens)
When not looting a container, right-click in inventory switched items between main inventory and belt (if there's room).
Changing selected tribe member in tribe creation UI now closes the open toggle group
Fixed delegates not being cleared on tribe create buttons and causing hover states being processed for multiple units at a time
Proper graveyard prefabs.
Basic fix for any calls to IsHumanOwner while NetworkUser is null.
Hair option tooltips are no longer zero-indexed
Fixed not being able to see hint widgets in editor (use the editor preference to disable them, they were being disabled regardless)
Fixed and adjusted the 3d preview settings for several buildings (particularly small hut)
Fixed a case where conversation widgets would start erroring out if a game was loaded while the current game had a conversation in progress
Added a null check to AudioManager pooling process to prevent the errors when loading a game (this might not fix the root cause of the issue)
Fixed UIUtility not correctly using MaxBoundsY on unit (MaxBoundsY is a local offset, it was being used a world space Y coordinate)
Above change fixes enemy widgets and conversation widgets
Switched PartyOverlayWidget to use UIUtility now that MaxBoundsY calculation is working
Fix for when map not available
working on train tracks steps
steam.achievements
steam.stats
Fixed IOOR bug in NavMesh Grid.
Weekend ai experiment.
note.inv can take a reason
Fixed (serverside) SteamStatistics not storing properly
Stopped SteamStatistics trying to refresh on error