251,414 Commits over 3,959 Days - 2.65cph!
Updated ignore conf for Renderer module; updated diogo_copy2rust based on garry's
Removed renderer enabled conditional from Renderer module
Renamed Renderer/src/RustNative.h/cpp to Renderer/src/Renderer.h/.cpp
Animator speed/scale test
Merge from conditional_models_2
Merge from conditional_models_2
Minor effect duration refactor, fix for ActionChain drawers not rendering correctly in EffectParametersDrawer
Retired Construction Skin layer entirely
-morale consideration fixed = cavepeople won't flee all the time
Testing build produced by build server
Building deployable updates (retired Construction Skin layer)
Wind generator uses SimpleBuildingBlock
External walls and window bars use SimpleBuildingBlock
-decisionlog stays on agent if pausing and unpausing
-no valid goalplanvariant found logging added to decisionlog(also pops up in best decisions, currently)
Tiny Unit.SetAge scaling tweaks
Saved visual settings and defaulted to low
female and young wolf variations
Building skin updates (empty child object culling)
Building prefab updates (now using PreviewMesh for editor preview)
Server Cull / Client Cull game object tags work once again
Retired ConstructionCollision
Editor construction prefab preview
young and female deer variations
enable graphics jobs by default
FOR FUCK SAKE spikeyslow prefab
!A WIP spikey model/texture/mat/controller
More additions to building system. Looking at getting a live preview of changes + refactoring building runtime.
Automated Linux DS Build #204
Automated Windows Build #204
Automated Linux Build #204
Added sv_maxusrcmdprocessticks_holdaim
Removed potential for directory traversal in jpeg/screenshot
Added workaround for U5.4 d3d9 compiler bug causing critical terrain shader errors
Added skip variants for static lightmaps to speed up compilation across all Rust/Standard shaders
improved sit anims
improved wolf run anims
change units speeds to not hover in awkward positions blendwise (eg walk being 2.5 and blending between a walk and run that dosent have the same gate pattern, can change anims if it is vital the old speed is set for gameplay reasons)
added 1 meter per second walk anim to generic controller
Unity 5.4 seems to want you to SetParent( null ) on UI elements before deleting them !