248,583 Commits over 3,928 Days - 2.64cph!

10 Years Ago
Added backhand to controller, Switched off AI dropshot
10 Years Ago
Added Ape backhand anim & meta data
10 Years Ago
added orbiting rocks to skybox, added new skybox (temp texture) and sun to skybox. Removed old stuff in unity doc including old building and props
10 Years Ago
On listenserver we now create seperate client and server prefabs, instead of using one and trying to simulate networking like a dummy Fixed a bunch of issues with this branch that didn't show up because of the lack of network gap
10 Years Ago
Built new ape prefab, assigned shot table and started to build new animation controller
10 Years Ago
added temp skybox and fogging
10 Years Ago
Post-build deployment, GUID: 7fe2330b-8e27-47a9-87ab-c2a4d8c7d77a
10 Years Ago
Fixed possible error when a message is logged to the console before it has awoken.
10 Years Ago
Trunk merge
10 Years Ago
re-exported rocks
10 Years Ago
Post-build deployment, GUID: 7fa6a420-badb-421a-93c0-34f92c836e14
10 Years Ago
Updated rock generator and added some initial rock prefabs
10 Years Ago
[mazing] removed test exception
10 Years Ago
Fixed event handlers being triggered while in editor mode.
10 Years Ago
Cleaning up
10 Years Ago
baseanimal is now a basecombatentity basecombatentity tries to work with skinnedmeshcollision (and fails to)
10 Years Ago
Merge from refactor
10 Years Ago
Added protection system and multiple damagetypes per hitinfo
zon
10 Years Ago
Animals now avoid water using TerrainMeta.Math.
zon
10 Years Ago
Locomotion now handles destroyed move targets gracefully.
10 Years Ago
Fixed outdated RustNative
10 Years Ago
Terrain shaders now affected by specularity stored in atlas; specular is still disabled/black in terrain mats, however
zon
10 Years Ago
* Animals now trot and gallop instead of run. * Animal attack range is now calculated as the space between the two colliders. * Animals now deal extra damage to each other. * Wolves now gallop closer to their real life speed.
10 Years Ago
added a running attack for the bear.
zon
10 Years Ago
Reverted Content to main.
10 Years Ago
Forgot to include the LODs for the ribs yesterday. Duh!
10 Years Ago
Moved some materials to the correct folder
zon
10 Years Ago
Merged changes from main.
10 Years Ago
Updated terrain normal atlas to include specularity
10 Years Ago
Updated atlas gen to handle missing maps; added default values
10 Years Ago
Made terrain extensions never rely on TerrainMeta since that's kind of a circlejerk
10 Years Ago
Organizing splats into separate folders
10 Years Ago
Since we have to keep normal+height for now: removed normal-only maps (unused); removed height maps (atlas will just get it from the n+h)
10 Years Ago
Added TerrainCollision to procedural terrain again
10 Years Ago
Added Ape backhand anim source file
10 Years Ago
Fixed weapon still active after dying on listenserver
10 Years Ago
Extended TerrainAtlasGenerator to smoothness and specularity; refactored code to reduce redundancy Updated shaders to show Specularity instead of Specular properties Removed TestLevel_PVT
10 Years Ago
Restored normal+height and _generated maps; still used by TestLevel and Menuscene1
10 Years Ago
GH
10 Years Ago
Going Home basically done fuck all.
10 Years Ago
Let's try not to slaughter poor CPU cycles with Mathf.Pow(x, 2)
10 Years Ago
Updated test level
10 Years Ago
Fixed that TerrainMath would initialize with all-zero terrain dimensions on non-procedural terrains
zon
10 Years Ago
Merged changes from main.
10 Years Ago
Made TreeMesh fall back to placeholder meshes if the terrain doesn't support batching (i.e. is missing the component)
10 Years Ago
brightened up bank vault texture, starting to cut in centre court mesh
10 Years Ago
Rebuilt all scene prefabs after all that chaos and destruction
10 Years Ago
Storage box now uses BaseCombatEntity BaseCombatEntity uses lifestate
zon
10 Years Ago
Added missing SERVER blocks.
10 Years Ago
Merged to trunk