244,571 Commits over 3,898 Days - 2.61cph!
Fixed `server.seed 111111111` resulting in seed `111111112` and various related issues
FOR FUCK SAKE Switched maya file to FBX/ Added shaderforge standard material
fixed an incorrect lod switch
Properly handling player disconnects. Test.
Twig roof new slope, added a global LOD, Added Gibs
Added generic versions of the rock materials (those are the ones that will be parameter-adjusted using property blocks)
Rock prefab updates and tweaks
Terrain raycast tweaks
Laid the groundwork to properly persist buildings and walls.
Retired the concept of overlay splats (there are smarter ways)
Tweaked prefab mountain scale
Removed some deprecated code from SpawnFilter
Group stuff re added. Neeeds testing.
added collision to test court and wild west courts
Unit AI, Agent and Attributes are now persisted.
added collision for cloud city court
Stone roof/Wood roof ~
Moved to new slope, added a global LOD, Added Gibs
Decal layer masks
Fixed stone constructions being made out of wood
Changed camera culling mask
Updated scene, switched on auto load of game scene, moved all test characters into a game object
WIP - sounds added, trigger working, trigger added to temparate field bushes
Concrete bullet decals
Profiling
PrefabProcess always stores the prefab in a disabled state
Disabled steam auth timeout in editor
Consistency cleanup for asset listing in editor windows
- Adding some more convenience and fuctionality to AttributeEditorWindow (inspector selection, add new, delete etc)
- Added skeleton wizards for Needs and Modifiers
- Added UnitEditorWindow with basic asset listing and inspector selection
River splat mapping tweak
prevented player from flinching in his sleep
tone down the view rotation when attacking with melee weapons