244,565 Commits over 3,898 Days - 2.61cph!
bleeding *actually* stops when you are wounded now
beartrap more likely to wound
Furnace provides comfort
Fixed bug where a tool cupboard placed too close to a wall would prevent other blocks from being placed closeby
Dead players provide no comfort
Sleeping players add half comfort
FOR FUCK SAKE shaderforge 1.12
Never wound while sleeping
bleeding stops when wounded
Updated Igor east & west runs (more sidestep)
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Updated UI - need to add special meters though
Moving some editor scripts into more sensible places
added cloud city wires max file
tweaked cloud city amplify colour
Queued Updates are working properly again. Player getting reconnected to network player if it exists. Temp fix for culling grid error.
added lights to cloud city stage, added wires and toolbox/court decorations. tweaked lighting slightly
Removed default normal alignment and rotation randomization from clutter scripts
Updated clutter prefabs (need to align to normal via decor components now)
Added LCD effect for cloud court
- Fixed a bug in the TOD persistence.
- Fixed a bug in weather type persistence.
quick commit of this morning's work
Updating ignore for root folder csproj
Added AgentAttributeWizard for creating new attributes
Roadside / riverside tweak
Tweaked path side placement
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
Grass placement rule tweak
Probably fixed errors from merge.
Unit AI is now loaded/activated on load too, making the units actually work after load.
Camera now spawns in the correct position over the player tribe after load.
Updated Igor fbx so blendshapes work
Marged, propbably need to fix shit now.