199,526 Commits over 4,140 Days - 2.01cph!
New repair bench check in.
Smoothened river mesh slightly
New transition, removed unused files
Prefab scene placement updates
Forest splat mapping tweaks
Persisted PlayerBuildingControls
Persisted Building
Persisted Wall
Persisted Wall Section
combined all test_court walls in to 4 wall objects, re-skinned with bones. changed caterpillar tracks to be one object and skinned.
slowed down caterpillar tracks anim speed
Decal timeouts
Metal bullet hit decals
Metal roof new slope, added a global LOD, Added Gibs
Other fixes
Initial work on UnitAssetEditor custom inspector stuff
Grassland splat mapping tweaks
Unhid the underside mesh of floor.triangle.twig
* Fixed timer.Pause & timer.UnPause not check whether the timer is already paused or not
* Fixed game.CleanUpMap() duplicating all decals created by infodecal entities
* Added multvar and incrementvar to blocked convar list
* GitSync
Added new targets to shaders
Merged decals branch to main
Enabled optimise rig on test court wall meshes
added deckchairs and bottles to cloud city scene
Toptier roof new slope, added a global LOD, Added Gibs
- Renamed Modifers to Effects
- Attribute/Need/Effect no longer monobehaviours, no trasnforms created under Unit prefabs
- AttributeSettings management moving to UnitAsset inspector (WIP)
- Lots of tweaks and cleanup accross relevant files
Fixed UnitAssetEditor not saving AttributeSettingsModifiers
- AttributeSettingsModifiers now AttributeModifier.
- AttributeModifier passed into Attribute constrcutor
Fixed attribute creation in Agent
Allowed resources to spawn on rocks that are part of the terrain
No longer prevent resources from spawning on decor topology
Optimized resource spawning, especially the initial spawn wave
Tweaked forest sizes