201,029 Commits over 4,171 Days - 2.01cph!
Oaks don't walk on six legs anymore. Pines don't float on slopes.
speedtree animateCrossFading = 1
Cleaned up DebugUIZoneTab a bit
Fixed not shutting down EAC properly
- Area0 work
- Area1 changes to open up the level a bit as it's a noob area, started a gated trap area
- Made a Pipe Spawner prefab
tweaked shader on swamp trees and ground. added buildings with torches to swamp court.
Dust slide effect + script
Scrap ceiling light, ~~all the files
reducing ceiling light textures sizes to 512
added fog and height fog to swamp court. enabled AO. Vertex lit (shadow) on the ground behind trees
Checked the "animate cross-fading" checkbox on the tree prefabs
Updated character select, can now start game!
Fixed green roadside trees spawning in the snow biome
Increased powerline topology radius
Merge from terrain-improvements-2 (procgen8 + hapis3)
Entity spawning and player shit.
ISelectable improvements, added widget and some listeners in GameUI
Fixed time not progressing
Flowers are lighter to render, better lit, and don't have a terrible outline.
Fixed roads being slightly *too* random (i.e. different every time you connect to a server)
Network++
Save++
Less shitty forest clutter. Autorock tweaks. Flower and fern spawntable tweaks.
More PlayerController and interaction tweaks, killed some weird bugs with rect selection. Lots o' cleanup
AO performance optimization. Light tweaks.
Missing file. Hid the ferns until they suck less.
Added FollowWorldSpaceTransform() method to UIWidget base class
* Fixed TTT bugs
* Fixed advanced timers
added some new movement animations for the boar.
added some new movement animations for the horse
* npc_dog no longer leaves effects behind
* npc_dog no longer has "Play Catch" behaviour enabled by default
* Player.Say() how properly uses the teamonly parameter
* PlayerSay hook now properly detects the teamonly chat
Fixed roadside clutter sometimes facing the wrong way
Tools -> Update -> SpeedTree
Changed some loading screen names
Walls take less damage from exterior side
Doors take less damage from exterior side
Floors take less damage from above
Roof takes less damage from above
Foundations take less damage from sides