199,215 Commits over 4,140 Days - 2.00cph!
Tweak bolt rifle deploy sound
The AI and Trigger layers can not interact.
Increase volume of bolt rifle deploy slightly
Adjust torch strike sound
Tweak salvaged axe sounds
speed up the eoka pistol deploy animation.
seperated the torch lit/unlit attacks so they have their own distinc sound.
Shielded exception in PlayerPrefs.SetString
Merge fixes
Air drop package contains rare items
Weapon collections loot spawns
Fixed some artifacts in the new line mitering implementation.
[racer] Fixed there being a gap where the track loop starts / ends.
[racer] Fixed the game start transition.
Fixed emission map being ignored in the screen reflection shader.
[racer] Transition tweak, added start line.
Changed `Graphics.DrawPoint[s]()` and `Graphics.DrawLine()` to take in `Vector2f` rather than `Vector2i`.
Added TerrainModifierGenerator editor script
Added fast single-pixel fallback if radius is zero to all terrain modifiers
Added resolution setup to terrain meta inspector
Another radtown
Fixed building snapping not working
Fixed radtown radiation sphere not being a trigger
Added server.radiation (servers can turn off radiation, debugging)
Made terrain tree meshes spawn in OnEnable and despawn in OnDisable (instead of Awake and OnDestroy)
Merged radtown branch to main
Store the world checksum in the save too
Protocol++
Fixed spanish translation in english phrases
Updates scenes2prefab
Bear trap LODs,max file and a needed spec map.
All primitive rendering methods now accept `Vector2f` / `RectF` inputs.
Can now only volley the ball if it hasn't bounced and is within a zone near the net
Adding myself to DeveloperList.cs
[racer] Started working on the HUD.
Changed `PaletteBuilder.Add` and related methods to accept `Color24` values rather than `int`s (as `int` values can be implicitly casted to `Color24`s anyway).
Added & skinned lods for bear trap world model
Updated bear trap anims source file
Made heightmap postprocessing run before placing monuments to keep it from offsetting adjusted terrain
Added fadeout distance and placement distance parameters to terrain modifier generator
Converted radtown_small3 to use automatic terrain info extraction (WIP, not updating prefabs yet to remain compatible)
[racer] Finished basic HUD, implemented race position logic.
Added special ball state for volley shots
added clips to ring_1, bolts and railings to main play area, working on outer ring
[racer] AI opponent is a bit more interesting.
Merged changes from main.
[racer] Each AI controlled car now has randomized characteristics.
Added direct getters to TerrainTopologyMap and TerrainBiomeMap
moved elements to correct postion around 0
Made the anim hashes and external script
Item list in the dev console
Added inventory.giveid <itemid> <amount>
Added inventory.givebp <itemid>
Fixed local player model sometimes dying, causing invisible players
Removed workaround to avoid occasional hangs in b18.