199,601 Commits over 4,140 Days - 2.01cph!
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
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