249,204 Commits over 3,959 Days - 2.62cph!
created new wild west layout
added new wild west geometry to unity. setting up new materials and lighting
Don't let them in the server if family share owner is banned
Don't let them in the server if family share owner is banned
Long sleeved shirt and pants highpass, mask
FoliageTools updates, now resides under Tools menu > Process SPM Assets. Takes all SPM assets, consolidates materials, creates prefabs with NavMeshObstacle components using ST exported CollisionObject0 collider size, copies materials (with sensible names, using the Before/SpeedTree shaders, assinging TintMask textures if they exist) to Resources/Materials/Foliage for runtime tinting.
Refactored radtown loot spawn
Adding model and textures for the mining crater
Added bridge shit to Asset Gallery and updated materials
Added initial crossbow world model & wm prefab
Inventory reliability tweaks
Bridge material and model tweaks
Moving all foliage assets around a bit, and renaming to match new conventions (type_family_variant_state_N)
Merged layer antifuck branch into main
Gave displacement its own layer
Foliage tools scripts manual merge
Retired Terrain Trigger layer
Retired Resource Layer (moved prefabs to Default)
Fixed player aim in inventory
Added timing for overall duration of the procedural generation
Moving lots of foliage source files ;x
Fixed female model detail normal size
re-working wild west scene to be more built-up one end and more open the other. Repositioned rocks foliage and buildings
added large bridge materials.
added large bridge foundations A,B,C
added large bridge broken ends A,B
added large bridge columns_A,B,C
F2 menu automatically refreshes TrackIR
Added onLadder and lookDir comparison to ModelState.Equal
Network++
Added ModelState lookDir handling