200,685 Commits over 4,171 Days - 2.00cph!
CurrentVersion no longer cares about patch releases (unless specifically specified)
- Large view of minimap is now zoomed further out
human max saved for max 2015
added floating rocks to lava court. texturing pipes and cogs
added floating rocks to lava court, texturing pipes and cogs, setting up material values
BaseMovement now has public value for how high to fly above any floor colliders
Set up island splat stuff.
Remade deer sans ragdoll until I fix all the craziness. SetAnimatorParameter returns early if Unit.AnimatorEnabled is false (prevents warning spam killing performance too)
arrow and bow material updates, arrow gibs models
triggerDeath no longer defaulted in DeerController
- BaseMovement now has inspector value for floor check range. Defaults to 500 instead of 100
Updated special bars
Default player to new hit system
Subtractive merge cs2039 (camera v3)
-some more profiler samples
-reinstated CurrDistance to draw shadows.
-hackily removed world cursor to get a feel for the camera without it.
-reverted previous commit
-merged
some camera tweaks and cleanup, made cursor a widget, added widgets list to UIMangaer (TODO: tick all widgets from the manager instead of screens?)
Bows fire slightly slower
Bows have much reduced headshot damage
Bows have a little more aim recoil
crossbows fire arrows with much higher velocity (50% instead of 20% )
HV arrows are 'thinner'
* Added CNavArea.SetAttributes( int atts )
* Added CNavArea.GetCostSoFar()
* Added CNavArea.ComputeAdjacentConnectionHeightChange( CNavArea )
* Added CNavLadder.GetLength()
* Added navmesh.IsLoaded()
* Added navmesh.SetMarkedArea( CNavArea )
* Added navmesh.GetMarkedArea()
* Added navmesh.SetMarkedLadder( CNavLadder )
* Added navmesh.GetMarkedLadder()
* Added navmesh.GetEditCursorPosition()
* Added navmesh.Reset()
* Added navmesh.Load()
* Added navmesh.Save()
* Added CLuaLocomotion.IsAreaTraversable( CNavArea )
* Added CLuaLocomotion.GetMaxJumpHeight()
* Added PathFollower.ResetAge()
* Added PathFollower.MoveCursorToClosestPosition( Vector pos )
* Added PathFollower.GetHindrance()
* Added PathFollower.GetCursorData()
* Added PathFollower.GetCurrentGoal()
* Added PathFollower.FirstSegment()
* Added PathFollower.LastSegment()
* PathFollower.Compute( pos, nextbot, function ) now has a third paramter - function( area, areafrom, ladder, elevator, length )
subtractive to try and fix shit refs
EntityCollisionMessage correctly handles batched colliders
increased helicopter weakspot health
Better error message when trying to remove LOD components from cells they don't belong to
Fixed NRE's with particle LOD's on the helicopter
Fixed graphical issues with napalm
Fixed Helicopter explosion light staying around until relog
Moved SetDirty to BeforeInspector
switched to visible metas, fixed null object ref in freezing effect
Removed crappy UnitFlagConditionSettingsEditor, renamed IsActive to HasFlag in UnitFlagConditionSettings
Asset save
Don't let players do anything while receiving snapshot
Fixed "sync position" being disabled on player prefab (!)
▄▌▉▉▉▇▆ ▅▆▋ ▊▆▉▌█▆ ▌▇▄▄▋▉▊▍▌ :▆
Helicopter gibs harvestable after 8 minutes of cooling
Fixed being able to shoot through helicopter to hit weakzones (much much harder to kill now, yikes)
Fixed static quarry not being immortal
Fixed unit info widget and some general UIWidget display issues
TOD + camera tweaks
Scale sound volumes so fades sound linear instead of being mathematically linear
Mixer cleanup
Gunshots and explosions duck world sounds a little bit
Sound templates are pooled
Control reverb spread wander intensity with an animation curve and calm it down a bit
Fix sounds sometimes stopping early when returned to the pool and used again quickly
some water catchers partial texture rework/materials to rust material
Hashset.TrimExcess/Clear seems to sometimes crash Unity!!?!??!
developer 1 only works for admins/developers