199,522 Commits over 4,140 Days - 2.01cph!
River splat mapping tweak
- Adding some more convenience and fuctionality to AttributeEditorWindow (inspector selection, add new, delete etc)
- Added skeleton wizards for Needs and Modifiers
- Added UnitEditorWindow with basic asset listing and inspector selection
Consistency cleanup for asset listing in editor windows
Concrete bullet decals
Profiling
PrefabProcess always stores the prefab in a disabled state
Disabled steam auth timeout in editor
WIP - sounds added, trigger working, trigger added to temparate field bushes
Updated scene, switched on auto load of game scene, moved all test characters into a game object
Changed camera culling mask
Decal layer masks
Fixed stone constructions being made out of wood
Stone roof/Wood roof ~
Moved to new slope, added a global LOD, Added Gibs
added collision for cloud city court
Unit AI, Agent and Attributes are now persisted.
added collision to test court and wild west courts
Group stuff re added. Neeeds testing.
Removed some deprecated code from SpawnFilter
Tweaked prefab mountain scale
Retired the concept of overlay splats (there are smarter ways)
Laid the groundwork to properly persist buildings and walls.
Added generic versions of the rock materials (those are the ones that will be parameter-adjusted using property blocks)
Rock prefab updates and tweaks
Terrain raycast tweaks
Twig roof new slope, added a global LOD, Added Gibs
Properly handling player disconnects. Test.
fixed an incorrect lod switch
FOR FUCK SAKE Switched maya file to FBX/ Added shaderforge standard material
Fixed `server.seed 111111111` resulting in seed `111111112` and various related issues
New repair bench check in.
Smoothened river mesh slightly