108,632 Commits over 3,867 Days - 1.17cph!
Fixed broken specular on dead pines at low shader level
Gibs and collision
prefab update
Fixed scrappile LOD1 missing backfaces
Staggered LOD distances on the gas station buildings to avoid pop
Gas station S2P
Fixed not being able to change the colour of a line more than once in a session
Need to look away from an IO entity to open context menu
Added TreeEntity.SpawnAllTrees convar for testing (editor only)
Physically prevent Roadsign1, Roadsign2 etc from being added directly to scenes, and show a warning in the logs about what's happening (I tried to show a EditorUtility.DisplayDialog but had some issues). Spawnable now supports forced prevention if desired for anything else using it.
Updated the default arc generation for tree markers.
Now updates the arc height based on the DecorScale (since some trees are now being scaled dramatically and squishing all the tree markers to the bottom of the tree).
Added some editor buttons for assigning default arcs and updating marker data (also supports multi select).
Updated tree entity gizmos to show a box showing the players relative size to the tree after decor scale will be applied at runtime. This helps with quickly spotting trees that will have issues when scaled.
Regenerated tree marker data for all trees.
Update road signs to the correct type in Junkyard, Satellite_Dish, Military_Tunnel_1, MaterialTests.
Fixed sewer roadsign types
Fix negative roadsign scaling in sewer
Solar panel update
Reworked solar panel slightly.
reworked solar panel cells texture.
updated prefab and material.
Rebaked LODs on rock_formation_medium_b / original mesh was too off
Slightly tweaked some LOD4s
Allow post effects to be rendered into an intermediate format.
Lowering snow_ore population to 1000
Bumping arid_ore population to 1750
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compound ai hdrpb setup.
added hdrpb compound test scene.
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WIP support for changing colour of electrical cables
- Added even smaller card images for the community cards on the table.
- Added a static dictionary of those cards to the table itself. Fixes a bug where if the player hasn't used a poker UI yet, the community cards of an in-progress poker game near them would show as blank.
Unity was taking a dumb amount of time just to assign a sprite in world space UI. In editor it was >1ms per assignment. Made large cards be 512 at max size instead of 2048 which improves the time a lot.
Merge visible poker chips -> CardGames
Improved the poker chip system
Added more chips, and max out one stack before moving to the next. Looks more realistic
Added Poolable components to some UI components that were being created and retired (slot machine payouts, map markers, death screen stats, phone directory)
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Now showing real chips on the poker table, at the correct amounts