257,432 Commits over 4,018 Days - 2.67cph!
These mats shouldn't exist.
Fixed Physics.IgnoreCollision performance regression on certain hardware
let's include the waterfall edge mesh
Scene, waterfall, horizon plate mesh
Water.cs > TOP_Sampler.cs
Flattened normals on the curved horizon plate because shading is lol.
oops shader arithmetic derp
- Made a selection box. Visual only, doesn't select yet.
Horizon billboards.
Random mat shit.
- 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
Water script can pull various samples from TOD
Tinkering with water_edge_shore
-camera doesn't lag behind moving units, and doesn't jerk on orbiting
recovered waterfall foam shader
Fixed legacyGL/Linux water shader compilation errors
Fixed broken water SSR on GLcore/OSX
Color matched ocean and river
Automated Linux DS Build #239
Automated Windows Build #239
Automated Linux Build #239
- Changes to harvesting and stat carrying, so people don't starve themselves to death when they deposit food
Player viewmode flag override for bawng
Linux server console error
Automated Linux DS Build #238
Improved delta encoding of ragdoll bone positions/angles
Set origin when creating propspawn/entity_remove effects to fix PAS issues
New stone, sulfur and metal ore world pickup models
Automated Windows Build #238
- Fix for weird light prefab problem
Automated Linux Build #238
GitSync and "proper" fix for CRecipientFilter GetPlayers/GetCount
Fixed shader related black river bug
Fixed water camera NRE
Perceived Units should clear before reconstructing over surrounding units, else we'd be perceiving things "on the other side of the island".
Missing berry bush prefab re-made
Group's should remove units when they die now
Mood stat getter fix
combat idle setup with first pass anim
human ouch anim has ouch sounds attached