254,760 Commits over 3,990 Days - 2.66cph!
improved dodgy eyes on skin normals 2 texture
Some tweaks to influence maps + added a slight hacky debug gizmo for influence per target (see Smart Object for DrawInfluence).
Species view creation automatically sets animator properties, including assigning a controller from the source asset directory if one exists
exploitable hat.cap with textures, materials, prefab and LODs
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Deleting UnityVS on the repo
Hit effects work again in replays
-checking in yesterday's temporary considerations.
Fixed stone wall dealing damage
Added toggle for IME gizmos
Added InfluenceMapEffectorEditor
Assigned anim controllers on all view prefabs
Attempt at fixing pumpkins growing stages
Higher protection values are brighter on the inventory hud
Server compile fix (cc Alex)
Visual Studio Tools 2.0.0.0
Sound and ambience refactoring
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Fixes and tweaks after weighted object change
Entity now stores WeightedObject instead of EntityView for view prefabs
Expanding BeforeDebug a bit, all species can now be spawned in-game from the spawning tab.
A little InflueceMap.cs cleanup (redudant field initializers)
Blank tshirt
Changed icons to png
New player rig
Make sure icon is square when uploading
Made example tshirt texture a png, to make it more accessible
Fixed so that InfluenceAtPointConsideration Score returns the Score and not the Response.
Added the new Consideration to DSE for adding wood to the fire and harvesting resources.
Shifted the Influence At Point Consideration to its proper folder, and created a Unit.Any.ConsiderSafety consideration asset.
Workshop download/preview in editor
-not quite working implementation of a InfMap consideration.