255,888 Commits over 3,990 Days - 2.67cph!
Typo fixes
Better formatting on leaderboard entries
Tweaked end of month notification
Zombies are a little better at attacking. Not a lot though TBH. A proper fix would take bigger changes.
Cambat NPCs are a little smarter about fighting the player
Slightly more descriptive failure messages.
Fix network version changes in #8430 - now assigning client protocol so the client isn't always rejected.
Merge cop AI fix Main -> Missions
Notification for departing entertainers
Some name and description substitution tools
Fixed cop AI getting confused about arrest vs. shoot when close to NPC criminals
Ported all foliage billboard material properties from main
Reset foliage billboard shader inspector
Fixed foliage instance random seed
Fixed foliage tint compilation
Tweaked blend factor settings for all splat layers
Coastal cliff material fixes
Fixed terrain cliff blending fading to cliff material instead of "puddle"
Nuked base-only potato terrain shader path
Medium rock formations progress
Added actual names instead of numbers for layers on terrain material
Added fallback layer to terrain material; named Puddle for now (test for Damian)
Optimized some shader property names to IDs on terrain texturing
Reapplied
37684 with proper prefabs updated (and scenes)
Added post-sampling terrain splat control renormalization (fix for dark edges)
Simplified terrain fetch code to skip base map; now only fetches splats that are actually used
Reduced terrain splat blending complexity; now only top down instead of bidirectional
Base renaming, other fixes
Produceable item UI stuff now shows max craft counts for items.
created duplicate tile set for terrain stuff, added script to automatically swap and reassign tile parameter
Save/load to file, base info on base page, IP rewriting for testing on device, other fixes
Closes #2
Added relevant terrain fetch opts and changes from main
Changed terrain normal array to srgb for slight compression quality gain; re-generated arrays
Fixed terrain sampler issue with layer metallic and blending
Fixed minor oversight occasionally causing hard edges in terrain blending
Switched to excavator lights toggling via LightGroupAtTime's intensity override instead of GO activation
Updated excavator_1 and Excavator Lighting Static prefabs
Modified LightGroupAtTime to update all elements on same pass when intensity override is modified
Modified AmbientLightLOD to allow instantaneous intensity updates and custom fade durations for specific instances
Fixed AmbientLightLOD case not reaching intensity target
pause editor while in background
check divide by zero in projectPointOntoLine
other sRing maze
Merge branch 'master' of SpaceUsurperUnity
walls largeEnemy1
other walls large enemies
walls small and med enemies
Merge branch 'master' of SpaceUsurperUnity
cleaning up template tile set, removing unused tile, creating duplicate model set for WIP terrain work
Inventory slots in hud, music, other ui stuff
Fixed controller inputs sometimes being ignored
Animation when binding a poweup on controller
Small homes now require sticks not wood
some garden rough enemies
Finished converting scenesettings