255,030 Commits over 3,990 Days - 2.66cph!
Updated cave prefab to LOD grid and the new non-raycasting setup
- Made Area0 boss practically unlosable as it's about 3 minutes into the game
Adding atlas texture and mat
Updated rock prefabs to new non-raycasting setup
Retired TerrainTopology.BLENDED
Major refactoring of procedural components
Made ImageProcessing.Dilate2D more generic
Removed the need for terrain raycasting step during load
Added ProceduralObject system
Added AddToHeightMap and AddToWaterMap scripts (replace raycasting)
Improved cliff analysis (fixes some cases where grass would spawn midair)
Fixed blendlayer not working; added very low quality mode for lod < 300
Fixed metal blendlayer sampling RG instead of RA
Adding scrap searchlight files (ready to go)
Added UnitPathfinding component, right clicking with a unit selected just fires a basic SetDestation for funzies
Removed unused Third Party (SSAO Pro, Boomlagoon JSON)
Updated TOD
Added some FreeCamera code to PlayerCameraControls, but there's a bug preventing the movement from working.. haven't spotted why
Renamed PlaceInfrastructure to PlaceRoads
Added PlacePowerlines barebones
Fixed deepness issues; more accurate thickness; tweaks
Cleanup, minor cloud billboard fix when playing inside the editor
miner helmet implementation
Fixed reflection probe orientation with rotated sky domes
some 3rd person animations for a handcuffed player.
Time of Day inspector fixes
Added miner's hat model, textures, and prefab
* Attempted fix for unsigned integers in net messages #2
* Hardcore-er hardcoded ban for those naughty servers
Fixed pie menu being behind tooltips
Fixed beltbar behind invetnory menu
Fixed loot/campfire/furnace panel sometimes missing when opening twice in a row
Added Menu.Proxy attribute, refactored Menu attributes
Crafting a key from a key lock shows resources needed, disabled properly when not enough
Don't show rotation option is block can't ever be rotated
Some editor tweaks + actions
Check distance between two power poles before connecting them
Fixed custom ST shader compile path below sm30
Atmosphere, camera and climate settings. Flower transmission.
a few tweaks; added lake material
Wire shader and material tweaks
Working powerline wiring https://www.youtube.com/watch?v=e_DqV1xdf-Y
Added AttributeType enum for use on front end organisation of Attribute settings and enum construction in Agent editor
Fixed Agent AssetEnum issues in the species editor tab
Lion-El forehand maya source file tests
Even better without missing materials
Show costs on planner menu
-removed OnRanOut from IResource too.
bone club fbx + mats + textures+ lods etc
Cheaper, better flowers. Terrain, grass and rock tone adjustments.
Show resource costs on hammer tool
-cleaned up now unnecessary functions in Resource.
-disabling and enabling incentives, when a resource becomes empty or destroyed
created swamp_court_ground high and low meshes, baked out and textured. Added to swamp_court unity scene, added trees and roots and starting to populate scene