248,620 Commits over 3,928 Days - 2.64cph!
- Fixed last few issues with UnitView/HumanUnitView changes.
- Rexported a lot of assets to fix inconsistencies.
- Setup arid/tropical/temperate/arctic human races.
- Removed Eye coloring from UnitAsset settings
- Updated all the prefabs ever
Updated RustNative information (we probably need to review this info for all dll/so/dylib)
Added SetupPrefab hepler func to UnitView.
sandstorm textures / sounds / script / prefab
Organized the monument assets in a somewhat future-proof fashion
Added DisableMaterialImport asset processor
Fixed my scale issue, it was my error from this morning. Pivot error was throwing the scale out ingame =/.
Making proper windows and doors instead of bodging them with cubes.
Lighthouse fixing, scale and uv issues still to fix.
Updated lighthouse max file, more fixing still not 100% right.
Physics layer adjustments for less client and server lag
Testing new hit mechanic by checking ball pass point slightly infront of player
Can now force animator into the serve idle state
Server performance enhancements
Added gamemanifest check in SelfCheck
Removed colliders from animal skins (animal root object should handle collision)
Small lighthouse fbx fix.
Some more UnitView tweaks
Lighthouse 3ds max file check in.
Lighthouse monument check in, lots of files...this might break something/everything =/ so sorry early on.
Fixed a couple of warnings in b14.
Added volleys and force idle
added textures and updated jail building
Exposed serve and smash in anim viewer
Fixed block damage overlay performance
Fixed block damage overlay z-fighting
Fixed block health bar not reaching to the end
Tweaked the placement guide to not z fight so much
- Added HumanUnitView extending UnitView... made color methods a bit more generic.
- Rexported human assets with better material setup
code adjustment - load/save server only
Added cutoff value to grass system
Fixed campfire looking like metal
Committing code and assets to plastic
Apart from probable bugs and probably some extra events character motor is done.
Fixed DS compiling
Added a rigidbody to animals (testing a theory)
Put building rendering on their own layer (for profiling)
Optimized player update and added profiling (average saving 4ms a frame depending on server conditions)
Increased max timestep (testing a theory)
Fixed some mesh import settings that would create unnamed materials on library recreation
Time of Day update to 2.3.2
Fixed trying to build osx twice
Commit from svn! Go Plastic!
Now on u5b14
Fixed build server
[platformer] eyes blink on impact
Fixing some stupid quality settings
Done a lot to the player motor.
Aiming down sight works in a fairly proper way now.
The weapon effects are much nicer but a lot is still inpcomplete.
[platformer] added mouth images to blocks
- Added Agent Attributes
- Fuzzy States for Attributes
- Agent Needs for Fuzzy States
- Agent Modifiers for Fuzzy States
- Custom Editor for Attribute Settings
- Added graph rendering system
- Started on Debug UI for Unity AI
Made BiomeManger a bit more reliable. Cleaned up some FX prefabs.
Created spiral test scene.
Adding speedtree to `always include shaders`