240,619 Commits over 3,867 Days - 2.59cph!
Switched to Deferred rendering. Updated Player prefab. Texture changes.
Changed Before/StandardBlendWithTerrain to match terrain UVMIX and added tint to match grass layer
Can now place Location Of Interest SOs by right clicking on terrain while you have a unit selected, and that unit will automatically subscribe to the SO.
Scene updates. Nuked some old textures.
Fixed b8 compilation errors in Before/Standard shader set
Added explicit Terrain field to TerrainWeatherExtension; can be attached to other objects now, as long as the reference to the terrain is set
Merging in some shelved changes
TypeScript is getting dangerously close to working.
Integrated Smart Object "location of interest" with test scene.
Merging in my shelved changes.
Removed some unused scripts
Updated tree prefabs to the correct child object layout (all future tree prefabs should look like this)
Removed legacy billboard system
Removed legacy trees
Moving some AI folders.
Added SmartObject layer to TagManager.
Smart Object sourceode commit and removing/deprecating some old code. Not yet integrated with scene/game in this commit.
Pulled clean, this being first merges from initial loadup.
changed the huntig bow _wm prefab so it aligns better with the 3rd person animations
3rd person animatiosn for playing holding bow (unaimed)
added code to handle the new "aiming" float variable in the player mecanim.
Slightly unnerfed the global reflection.
Some metallic reflections for the axe, hammer and icepick.
Added back bindings for Update/Render for Entity and Stage and gave them descriptions
Updated docs to latest generated.
Updated docs to latest generated.
Completed all documentation.
Committing the right file.
Let's try making the shadows dark, and the sky bright!
Wiping out forest 4 for Andre.
Added the largest tree ever. Good luck chopping it down. (It will look less silly when it gets its smaller siblings.)
Repositioned salvaged weapons & spears for player animation prefabs
changed salvaged axe holdtype
Added AIObstacleMesh to handle mesh colliders in dynamic obstacle avoidance (unfinished, backup commit)
Made AI test level work again
Added initial salvaged weapon prefabs ( before they delete themselves again)
SmashBloxTS isn't quite working yet.
GameAPI constructors and static definitions are now within modules.
Added rule to ignore compiled js from a TypeScript project to .gitignore
Changed file reference annotation to TypeScript style.
[SmashBloxTS] Game now compiles successfully with tsc.
[SmashBloxTS] Translated HighscoreStage.ts
[SmashBloxTS] Translated EnterScoreStage.ts, experimenting with pseudo-coroutines.
[SmashBloxTS] Translated GameStage.ts
Added building skin transition experiment
Added BuildBlock editing toolbar
Updated building block prefabs with unified layout for editor
Added the ability to load and save a built city.
[SmashBloxTS] Translated BlockGrid.ts
[SmashBloxTS] Translated Paddle.ts
Minor correction to the docs.