199,463 Commits over 4,140 Days - 2.01cph!
Removed noise from alpha setter
Cleaned up some code
Exposed some alignment options in all procedural placement scripts
Fixed an issue where terrain anchors would reject suitable positions
Added micro cliffs (no reason to feel bad, cliffs - I've been told size doesn't matter)
Fixed reporting the same crash twice
Allowed grass to grow on top of caves
Fixed mountain prefab
Fixed that the terrain raycasting step would override some snow
Tweaked some terrain raycasting parameters
Made changes to networking. Still some shit to do on the list.
Ported the new cliff assets to the procedural map
Added new targets to shaders
- Updated TOD
- Removed Andre's Water
- Ported in old Water shaders from the trailer build
Ported new overhang assets to the procedural map
Tweaked micro cliff placement
Half finished player updates and item classes. Need to consolidate everything now.
Made forests in the temperate and arctic biomes bigger
Tweaked sand splat mapping
Added Ionic.Zip dependancies
Marged, propbably need to fix shit now.
Updated Igor fbx so blendshapes work
Camera now spawns in the correct position over the player tribe after load.
Unit AI is now loaded/activated on load too, making the units actually work after load.
Probably fixed errors from merge.
Grass placement rule tweak
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
Tweaked path side placement
Roadside / riverside tweak