200,457 Commits over 4,140 Days - 2.02cph!
Updated wall stability supports for the new colliders
Only update collider parameters in ConstructionCollision if changes have been detected
- Enemies now only aggro the player if they have clear LOS to the player (and in range)
Fixed LightEx interfering with light fade in / fade out
- Setup EnemyAbilityManager again
- Enemies now have a 10% chance of spawning with one of the special abilities (currently just shield or heal)
- Added enemy ability manager to init bootstrap
- Enemies no longer reset to start position when a long way from home
- Fixed order of enemy abilities in manager
Legacy LightEx version (backwards compatibility of existing prefabs)
- Enemy healing beams now charge up each heal over HPS seconds and then modify health every whole.
- Enemy healing beams now heal for 1 health per second
OnValidate error if LightEx intensity modulation is used with LightLOD intensity fade
Regex urls
Templating system
Simplified MySQL
tundra impact decal/effect
new beancan grenade explosion effect
tweaked beancan grenade fuse effect
- Added a shared, minimum cooldown of at least 15 seconds between enemy taunts, across all enemies.
- Rotor/mixers now has a 50% chance to spin the other way ;)
Build server compile using unity 5.2.1p3
- Boozeburner's flamethrower now damages the player. Massively OP
Twig and sheet metal col extra detail
When placing a block, update the surrounding blocks
Minor stability tweaks and fixes
- Booze burner flamethrower now inherits velocity from ship
- BB flamethrower now fires in bursts even when not in attack range of the player (but needs to be aware of player)
- Gamepad vibration is now cleared on player death
- Boozeburner max speed reduced to 280 from 300
- BB flamethrower first use cooldown is now varied by Cooldown + (0-Cooldown)
Fixed potential NREs in RPC_Server
Added unity graphics interface support
Fixed campfire line of sight check
Removed emissive material from keylock
Added exclude filter to warmup
Invalidate network cache properly on looting
server.save does a clean save (wipes save cache before saving)
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-EntityAnimationToggleActive now has option to make any child BaseEntityes aware of the player on activation (defaulted to true)
-BaseEntities no longer de-aggro when out of range. Might need to revert this.
- Entity animations can now play sounds on activate/deactivate
Enabled prefab preprocessing warmup by default
added dylan's new lava flowing effect to lava court, working on lava lines texture, tweaked lava court texture to be more visible
Warn + fix if loading a save with duplicate entity ids