248,616 Commits over 3,928 Days - 2.64cph!
All cases now accounted for section creation.
Started work on static class binding generation.
Started work on static class binding generation.
[memory_dungeon] Removed a Debug.Log call.
[memory_dungeon] Removed a Debug.Log call.
[memory_dungeon] Fixed MoveItemCoroutine not acting in parallel.
[memory_dungeon] Fixed MoveItemCoroutine not acting in parallel.
Made grass patch vertex count error log group properly in Sentry
Slightly increased grass tapering distance
Even more work and experiemnts on the Unit Controller.
Added graphics.quality X (sets the same parameter the launcher sets, X can be between 0 and 5)
More work on the Unit Controller and "surrounding" integration and architecture "flow".
[memory_dungeon] inventory auto-rearranging
[memory_dungeon] inventory auto-rearranging
[memory_dungeon] items get added to ur inventory, can remove them
[memory_dungeon] items get added to ur inventory, can remove them
[memory_dungeon] moved some generic coroutines to an Actions class
[memory_dungeon] moved some generic coroutines to an Actions class
Making changes to when / how tangents are calculated to make it a little cleaner. Also making sure that not too many arcs are created by not always making everything a biarc.
Some more work on the unit selection logic.
Minor spawn handler tweaks
Fixed another missing semicolon (ffs)
Made SERVER+CLIENT+STEAM default project compile option (I think it always used to be like this?)
OCC (obsessive compulsive commit)
Increased water opacity
Fixed underwater fog always being disabled
Added per-biome grass textures
Refactored the way SpawnFilter and TerrainMath handle temperature
Tweaked terrain generation (now allows seeds that would lead to collider overflows in Unity 4)
Protocol++
Fixed another build error on OSX
Fixed missing semicolon in previous commit
Testing font weights on OSX
Generating splines at intersections.
Working on unit specific mechanics.
More FreeType OSX progress
Added GM:EntityNetworkedVarChanged(ent, name, oldValue, newValue) (clientside only for now)