255,019 Commits over 3,990 Days - 2.66cph!
Added Unit.CurrentZone property, set on init
Made GetEnumarableOfType faster by returning list of Type
Added a bunch of exploit testing rocks to CraggyIsland
Moving a bunch of thirdparty stuff into Standard Assets to speed up editor recompiles
Deleted unused stuff
Added sphere and capsule deploy volume types
Added deploy volumes to water catchers
Added support for multiple deploy volumes on a single object
Deploy volume layers are now specified per-component
Subtracted changeset 9596
Clamped third person player spine bending by lowering the body weight
placement radius stuff for new sphere tank
merged sphere tank monument in
fixed the 'bug' where the players' spine would bend unnaturally when he looked straight up.
properly(?) added public benches to sat dish prefab
Fix for bad river transition into ocean; doing a smooth fadeout; should hold until I get back
Updated texture handling in d3d11
WIP sleeping stuff, bugged and hacky but amusing
Added ExitActionChain to EffectSettings, an optional chain that gets created and fired when RemoveEffect is called on the Agent
Refactored SetAnimatorTrigger to SetAnimatorParamater
Editor improvements to better display action chains and paramater based modifiers together
Updating example textures
Steam fixes
Raised bloom intensity to 0.075 (1/2 the original) good tradeoff for now; thinking of area light spec to solve energy probs
spears range increased
spears attack radius (margin of error) decreased significantly
spears attack repeat delay increased
improved the spear attack animations
player now holds building plans when he's in construction mode (instead of holding a 2x4 like it's a gun)
* Moved new ammo functions to "game" library
* Fixed some content not being extracted from compressed PAK files
* Fixed bullets and traces hitting non solid players
* Added "maxcarry" and "flags" to game.AddAmmoType
* Added missing TF2 map icons
* GitSync
Monument spawn priority is higher than radtown spawn priority
serverside melee distance check maxrange reduced
-threat and safety map currently created and updated in their thread
oil & hqmetal are less common
oil is much more common in the desert
hq metal is more common in the arctic/tundra with a very small chance of spawning in temperate
Brought back proper wetness reflection on the terrain
Added tweakable range to natural bloom
Updated camera prefab: moved natural bloom to after eye adaptation, reduced bloom by 1/3 otherwise we cant have proper PBR, as any mirror-like surf will fire up the bloom too much; either this or we go non-PBR
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island 002 tinkering
species spawn numbers tweaks
added rocks spawn
Added World.Procedural boolean (cc Helk)