251,038 Commits over 3,959 Days - 2.64cph!
Updated shield to work in game
Lion-El running forehand & backhand
lowered sandbags barricade
Updated Lion-El running hits
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fixed barrier ends and barrier sparks anim controllers for the forcefield
FOR FUCK SAKE pipe model/texture with copper/brass test colour
FOR FUCK SAKE turret base size to make it look less bulky
FOR FUCK SAKE model file structure clean up
Stopped smaller items (stick, rock) being spawned with a rigidbody because suddenly performance death on 5.1.1p3
More tweaks to spawning setup, number of populations added to the handler for each Zone is scaled with the size of the Zone
Some Unit structure tweaks (declaring partial methods in the main class like we do in other partial classes) (TODO: Make this consistent in other code)
Refactoring World and Zone. Made into partials, cleaned up and removed old crap.
Added basic setup for SpawnHandler/Population creation through Zone+Ecology, driven from BiomeSettings
Numerous tweaks to SpawnHandler, SpawnPopulation etc
Added SpawnPopulation settings to Species and Biome
FloraPrefab ditched in favor of new BiomeMaterialObject component, WIP biome material library system
Updated all scenes in line with new Zone component setup
Updated GSD/GDS
Tweaked arid biome rock texture splat tint
Fixed various issues with construction placement inside caves and on terrain blended rocks
Added GamePhysics class (physics wrapper with custom hit verification for things like terrain collider carving)
WIP Lion-El running hit anims
added opacity sliders to forcefield shaders, added in, idle and out anims to forcefield and forcefield sparks controllers
Switched to Async loading for main scene
Added loading ball
Fixed the celeb cam rendertarget size
debris collides with world
Lion-El special move & events
landmines placed on ores now detonate when it's shape changes
World view models for the 6 new melee weapons.
Moved all decor on the terrain layer to the world layer (terrain layer no longer required for grass to grow on them)
Static flag cleanup
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Tagged a number of deprecated entities as deprecated (remove with next network++)
Don't spawn any static, non-gatherable entities like bushes via the population spawn handler (!)
Only spawn entities in world setup if server
setup the mecanim controller for looting on the ground
Trees no longer use the most inaccurate colliders in the industry
Underwater specular occlusion now animated and automatic
Fixed incorrect water fog on OSX/GL
Fixed SSAO on top of water
Reverted water obj to prefab in TestLevel
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Fix repeats of hemp/stone/wood pickup sound
Torch lowering also correctly fades out when lighting it while already running
Fixed light going through furnace walls while fading in or out due to the shadow intensity also fading in or out
Fixed light bleeding through terrain on the base of shadowed rocks in the distance
Fixed incorrect time zone offset