249,880 Commits over 3,959 Days - 2.63cph!
Refactored ProceduralComponent system to use two passes (pre pass and final pass)
Increased river vertex count
Generate river mesh in procedural final pass
Apply terrain modifiers, terrain anchors and decor components before instantiating the prefab
Removed some hacky code that's no longer required from the decor and monument placement scripts
Grass placement rule tweak
Probably fixed errors from merge.
Unit AI is now loaded/activated on load too, making the units actually work after load.
Camera now spawns in the correct position over the player tribe after load.
Updated Igor fbx so blendshapes work
Marged, propbably need to fix shit now.
Added Ionic.Zip dependancies
Tweaked sand splat mapping
Made forests in the temperate and arctic biomes bigger
Half finished player updates and item classes. Need to consolidate everything now.
Tweaked micro cliff placement
Ported new overhang assets to the procedural map
- Updated TOD
- Removed Andre's Water
- Ported in old Water shaders from the trailer build
Added new targets to shaders
Ported the new cliff assets to the procedural map
Made changes to networking. Still some shit to do on the list.
Fixed that the terrain raycasting step would override some snow
Tweaked some terrain raycasting parameters
Allowed grass to grow on top of caves
Fixed mountain prefab
Fixed reporting the same crash twice
Removed noise from alpha setter
Cleaned up some code
Exposed some alignment options in all procedural placement scripts
Fixed an issue where terrain anchors would reject suitable positions
Added micro cliffs (no reason to feel bad, cliffs - I've been told size doesn't matter)
Align swimming decor to world up vector
More cleanup, object layer adjustments (static rocks that should receive grass are now on terrain layer)