243,650 Commits over 3,898 Days - 2.60cph!
Just scene and TOD tweaks
AITarget once again uses a constructor.
Rock fixes, prefabs, tree tweaks.
Converted Option to a struct.
Tried to make AISense more shallow.
improved the 3rd person running w/ rifle animations. They look much more natural now.
Added WIP Ape lose anim (source)
AIDanger are now cleared every update.
Started working on a game upload dialog to select which game you wish to update.
[racer] Started working on post-race stuff.
Increased screen base brightness range.
Giant satellite generic door texture
textured rings, baked lightmap on railings and bolts, textured, working on play surface, unwrapped all elements
Added tool to embed asset inside other asset
Serverlist progress
Localize component now adds to phrases
Updated phrases
Giant satellite polish - near final visuals
Temporarily disabled distance from center and elevation data in NPCSurvey.
RemoteLog.IsReady not longer crashes without a RemoteLog singleton.
Added a UI canvas to test court scene, updated shots for backhand volley
Nuked all rock assets, reimporting from cleaned up sources.
Fiddled in the new sand texture because the old one is killing me
Added verification (+ fallback) of the set terrain resolution to the terrain generator
[racer] Finished car collision resolution.
Furnace more expensive, torch default item, removed leftover common blueprints from loot tables
Protocol++ (network + save)
Tweaked heightmap parameters
Updated Trainer_backhand_volley_stretch & anim event position
Tweaked checksum calculation
[racer] Basic car collision detection and response, although response needs improvement.
Added `RectF.GetCorners()`.
Tweaked dune noise
Tweaked hill frequency and amplitude
Tweaked forest frequency and size in the arctic and arid biomes
Slightly reduced size of the arid biome
StandardBlendMaskShader: added separate UV transform for blend-mask/height map
Made Elvis runs slightly more responsive
Made serve idle loop for elvis, switched serveBounce to a trigger, wired up Elvis serve idle
Finished implementing `Mathf.LinesIntersect()`.
Fixed games not updating correctly.
Fixed necessity for `base.OnUpdate()` to be invoked in classes extending `GameBase`, whereas `base.OnRender()` is purely optional.
Made a better generic rust texture for blend layers
various source files I forgot to check in.