199,739 Commits over 4,140 Days - 2.01cph!
- Changes to harvesting and stat carrying, so people don't starve themselves to death when they deposit food
Automated Linux Build #239
Automated Windows Build #239
Automated Linux DS Build #239
Color matched ocean and river
Fixed legacyGL/Linux water shader compilation errors
Fixed broken water SSR on GLcore/OSX
recovered waterfall foam shader
-camera doesn't lag behind moving units, and doesn't jerk on orbiting
Water script can pull various samples from TOD
Tinkering with water_edge_shore
- Lots of action work.
- Resource died event.
- People will now start harvesting a new resource location of same type when the one they've just deposited has depleted
Horizon billboards.
Random mat shit.
- Made a selection box. Visual only, doesn't select yet.
oops shader arithmetic derp
Flattened normals on the curved horizon plate because shading is lol.
Water.cs > TOP_Sampler.cs
Scene, waterfall, horizon plate mesh
let's include the waterfall edge mesh
Fixed Physics.IgnoreCollision performance regression on certain hardware
These mats shouldn't exist.
Added Dreadora to character select
Added initial config
shore fx to 0001 (needs the color tint fix)
Added script to the shorefx, and added thingy to the waterfall edge shader
Protect/defend others goal/plan/bc/bullshit
-changed Controls windows' text (reshuffled groups to make imo more sense, brought the 'close this window' command to the top)
It's the return of the tree stump! -wood pickup model
Vox sounds added, edited, new event music added
reverted PerceivedUnitData equality change that broke all the things
Fixed missing airfield wall colliders
updated sea edge and added some props to river start