250,518 Commits over 3,959 Days - 2.64cph!
Changed singleton component setup process to guarantee initialization before any other script enters Awake() (using GameSetup)
added new trees to unity scene, creating buildings in max
More debug info on startup (for support)
Reverted some accidental ThirdParty script changes
Also ignoring Assets/Editor and Assets/Standard Assets
Updated resharper settings to ignore third party
Manger.update renamed to Tick
PlayerComponent update renamed Tick
Running Hits for Igor - Updated controller, shot selector, config table
-merged with main for resharper settings
Don't init itemmanger twice in editor
Added terrain renderer toggle to dev menu
Load shadervariants from the bundle
Exposing Agent Needs and Attribute lists
Tweaking Unit Selection a bit
Updated UnitDebug scripts
-little helper class for the editor
-a very generic attempt at making an harvesting action. It's possibly not the right way, but at least that way people can point, laugh, and explain :D
-readded biome to greebox
-possibly hopefully fixed my VS going mad all the time.
Use particle accumulation rather than terrain blending where possible
Patched particle accumulation to take albedo alpha as accumulation opacity
Added rock sand / snow particle accumulation textures (lower res, VRAM-only, compressed, packed spec / smoothness map)
FOR FUCK SAKE try to fix player material crash problem
Enlarged the quarry tower surface so the player can navigate on top of it normally, added a scrolling material for the belts, added some construction renderers to use lower LODs for guide
Uploading terrain blend inspector fix for Diogo
Added additive HDR shader to shader variants
Fixed footstep references
FOR FUCK SAKE glow on burner as the script make the glow selective on the different body part
FOR FUCK SAKE player ship textures
animations and some code to handle climbing a ladder
Fixed loading screen changing colour
forgot the prefab dayum :P
Fixed supply drop blueprint existance
Set the image hash when receiving from the server
Changed construction layer toggle in F2 dev section to construction skin
Moved various renderers / objects to their correct layer
Converted ladder to LOD grid
More bundling
Fixed crash when pulling out deployable
some water catcher visual polish
Added AgentType enum and field to AgentSettings
Agents editor now uses AgentType for categorisation
SpeciesSettings hold groupAgentSettings, used by GroupSpawner when creating species-based groups
Added Tribe Agent
Removed IGroup