194,760 Commits over 4,079 Days - 1.99cph!
Dont wobble if waiting for impact/settle
Added water culling volume to launch site basin
Updated some detailed colliders to the new versions
Trees no longer fall over on init
Detailed stair colliders, tiers variations
reworking some combat code stuff
Wobble wobble wobble, said Mr Tree
Detailed stair collider preparations
I totally made people not block pathfinding when sleeping and forgot to commit it
More navmesh work. Agents now spawn correctly on the navmesh again.
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Switched notifications from phone to standalone
Fix large map icon rotation
Compiling is fun, let's do that
https://www.youtube.com/watch?v=IfeyUGZt8nk
Wobbleslerping timber feller
Navmesh generation is now async.
Lets not cache DataAsset name properties in OnEnable
Fixed bad activity calls in Effects
Gang members emblem should appear next to their name now.
"NEXT-GEN EMERGENT PROCEDURAL TREE WOBBLES" 5/7 - IGN
Fixed ground holes in the rocket factory
Disabled the 2 east lifts in launch_site
More robust agent removal with respect to navmesh management.
added default animation to tree so shaking blends out to
set wind on tree materials to 1
Added TreeModel helper monobehaviour for asset setup
trying to make trees do something nice when they hit the ground and also stop the trunk from animating when cut down
Fixed getting server list from the wrong place
Nicer initialization
Server address + Server name for integration
Fix for the rocket factory ground mesh disappearing
Fixed LOD distances on rocket factory objects
Switched to new reporter / performance
fixed NRE on startup for 32Bit
Merged Facepunch.Unity changes
Updated Facepunch.Unity (which uses Facepunch.System now)
tundra small rocks no longer have moss (they also show in desert biome)
rock collectables are a tad larger
Use Facepunch.System from plugins folder
Navigation debug display
Tall pines spawn population fix (entity, not prefab!)