199,328 Commits over 4,140 Days - 2.01cph!
fixed some erros with the flashlight viewmodel.
Separated vm bow, arm & arrow meshes for Minh to export
updated vm bow source file
Bare field trees. Road spec better matches dirt.
More consistency in terrain-grass spec. Retoned some trees. Less flowers. Fixed snow pine floaters for real this time. Spawn table adjustments.
Tempdelete to bypass silly error.
FOR FUCK SAKE glue projectile particle and player effect
Recovered the Hapis tunnels.
Downsized and filtered the miner hat emissive map to help mitigate the crazy bloom flicker at a distance. Scene backup.
* Prevented "CEngineSoundServer::PrecacheSound: Bad string" from crashing the game
* Added more .ogg checks to sound functions
* Added CSoundPatch.GetSoundLevel()
* Added CSoundPatch.GetVolume()
* Added CSoundPatch.GetPitch()
ammo balance
fixed shotgun slugs not actually being slugs, whoops
balanced explosive/fire rounds
effects when being burned
shotgun slug actually works
setup the bow viewmodel so it can swap out the arrow model (thanks Alex!)
More environment specific ambience
Fixed grass displacement shader bug
Turning smooth transitions off on white flowers because they are FUCKED UP
Accurate healthbars for everything!
Cleaning up Activity a bit, added CreateUnitActivity Action
Fixed missing shadows on rust standard shader set; including terrain
Reverted some redundant changes
Updated error logging URL
Ragdoll syncing - makes ragdolls shitter but their positions are synced between clients
Can now start and play game as player 1 with second controller attached
Fixed thrown spears healing their condition
Mining Quary + Survey Charge baseline
fixed swamp court background trees to fully encircle the environment and fog properly. added proper ground fog. added ribcage to unity and set up materials. Added swamp court rotator animation and rotated environment during gameplay
Scene stuff. Horror tree fix.
Removed IResource
A little more Activity cleanup
Placeholder berries item view
Resources now dispense items (call the ItemSettings.Create method for now) when harvesting, they pop out and bounce around like idiots.
Did a silly thing and added OnSecond to TOD_Time, and use it in AgentManager to fire Ticks :x
Hapis ignore terrain collider triggers.
Upped attribute modifier precision
AgentManager ticks every 5 TOD seconds
New game will always start at 6am (random month between March and August, random day)
Attributes start at their "positive" value (whichever value is > 0). Tweaked energy and hunger steps
Enterable tunnels, for real this time. Storm drain assets.
Collectable mushrooms and rocks on Hapis.