243,064 Commits over 3,898 Days - 2.60cph!
Fixed SingleGameTest after having accidentally committed something.
Trimmed off blend to run intro
added wild_west_scifi_elements
uploading source files for ak
Texture tweaks and additions to Toolbag scene. Racket and blendshapes added to Maya scene. Ref movies for racket anims.
Torch sounds & fixed torch double attack/strike
added sleeping sounds for all of the animals
added sleeping functionality for all of the animals
fixed lock/unlock colors being the wrong way around on the keypad
backing up source files so far for bld log set
[block_party] changed screenshake so shakes dont cancel eachother out
Fix for maxhealth being clamped to 69 on first life
starthealth is now random range between 50-60
Animal AI no longer uses Behave.
Cleaned up profiler samples.
Fixed "server is closing" error
Reorganized animal decision making.
Animals now better at hitting moving targets.
Updated shot table and controller to match new anims
Server log now shows reason for disconnect
Fixed bug in AIObstacle
Fixed bug in AIObstacleMesh that canceled out the recently fixed bug in AIObstacle #JustProgrammerThings
Fixed large woodbox slot count
Fixed ore resource counts
Fixed chick cluck volume
Fixed flesh attack volume
AnimalAnimation distance scaling
keypad lock status visiblity increased
Checking in the metal and basic brick buildings - LODs and COL meshes done.
Checking in the brick and metal frame building max files.
Tweaked water fog multiplier
some texture polish for log wood set
Updates to Ape source anims
Tweaked sky parameters to look better with per-pixel fog
Added hacky fog multiplier to water to tweak the horizon color fit (to be fixed in a better way)
Made ConvarWater toggle the visual checkbox in the material inspector in addition to the internal keyword
Patched in per-pixel fog color proof of concept
sleeping / wakeup animations for rabbit / stag / wolf
Fixed bug that water-refracted objects would have fog applied twice
EntityComponents can define menus too
Added basic loot crates to radtown test
Changed ResourceContainer to use EntityMenu instead of OnUse
Backported useful Time of Day tweak for per-pixel fog from the latest release (can't update due to b14)
Added progress bar to "Tools/Update/Terrain Normal Maps"
Fixed the LegacyCabinet prefab after having renamed some MonoBehaviours it used.
updates to Ape forehand body shot hit position
re-exported grating as seperate elements to fix draw order issue
Added WW court and new image effects so main project matches the art test project. Changes to the camera handler
Added a shitload of props from the asset store that we intend to be placeholder but will probably never get changed
Small radtown scene2prefab
Added very quick Ape forehand body shot
Checking in the new roof prefab idea, all pieces in and waiting for implementation ~~ @garry
added new net shader (uv scrolling currently not working, shaderforge bug) added new court floor shader for ian
updated anim events for Ape forehand