202,448 Commits over 4,171 Days - 2.02cph!
Ported the new cliff assets to the procedural map
Added new targets to shaders
- Updated TOD
- Removed Andre's Water
- Ported in old Water shaders from the trailer build
Ported new overhang assets to the procedural map
Tweaked micro cliff placement
Half finished player updates and item classes. Need to consolidate everything now.
Made forests in the temperate and arctic biomes bigger
Tweaked sand splat mapping
Added Ionic.Zip dependancies
Marged, propbably need to fix shit now.
Updated Igor fbx so blendshapes work
Camera now spawns in the correct position over the player tribe after load.
Unit AI is now loaded/activated on load too, making the units actually work after load.
Probably fixed errors from merge.
Grass placement rule tweak
Refactored ProceduralComponent system to use two passes (pre pass and final pass)
Increased river vertex count
Generate river mesh in procedural final pass
Apply terrain modifiers, terrain anchors and decor components before instantiating the prefab
Removed some hacky code that's no longer required from the decor and monument placement scripts
Tweaked path side placement
Roadside / riverside tweak
Added AgentAttributeWizard for creating new attributes
Updating ignore for root folder csproj
quick commit of this morning's work
- Fixed a bug in the TOD persistence.
- Fixed a bug in weather type persistence.
Added LCD effect for cloud court
Removed default normal alignment and rotation randomization from clutter scripts
Updated clutter prefabs (need to align to normal via decor components now)
added lights to cloud city stage, added wires and toolbox/court decorations. tweaked lighting slightly
Queued Updates are working properly again. Player getting reconnected to network player if it exists. Temp fix for culling grid error.
tweaked cloud city amplify colour