200,355 Commits over 4,140 Days - 2.02cph!
Diagnostics when building game manifest
Fixed invisible weapon attachments
Fixed invisible dropped items/arrows/spears
Fixed clothing skins sometimes not applying
Tweaked dev tools, removed some old unused crap
- Rebuilt prefabs
- Missions are now mostly setup from the Misison scriptable objects, including scene to load, mission text, DunGen tileset for mission room
- Added a BaseMissionObject script. Apply it to any mission objects so the mission generation can find them
- Added a new room, GoalRoom_BeerTaps as placeholder with mission object in.
- Added a new DunGen tileset,FactoryGoal_BeerTaps_TileSet to contain the beer tap mission room.
- Changed mission SO scene link to a string variable as the Object wasn't working in builds
Shorts, tanktop, and collared shirt stuff
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FOR FUCK SAKE factory room prefab
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turret auth working
phrases
FOR FUCK SAKE highlight effect is now part of the standard shader rather than post process shader( bit more expensive on the shader, but it should save some polys,1 render pass and fix the see through bug)
FOR FUCK SAKE factory room prefab, fixing minimap bug
Build date in front end and send in feedback report
Quarry & Pumpjack dynamic collisions
Twig stair collision smoothing
added new collision to all courts
added new collision to all courts.
InteractionPositions now stored on a per-interaction basis on SmartObjectViews
Added SmartObjectViewEditor with handling for new stuff
Added SmartObject.GetInteractionPositionSet(int interaction_id)
Made EntityView abstract
Added SmartObjectView (from which ItemView, BuildingView and ResourceView inherit)
Testplane map
Fixed errors when no TOD_Sky.Instance
Fixed console background not covering properly
Just merging from main, to keep the hunt up to date with everything.
- Rebuilt prefabs
- Mission definitions now provide the mission headline display text
- Mission objective headlines are now shown when starting the level
- Mission objective tracker now shows real description and object names
changed water reflect layers on test court to make water only reflect a few objects. Tweaking lighting intensity and direciton. Lessened bloom slightly
Lotblocks get deleted when a roadsection is deleted.
Deletion now works much better and all island chunk invalidation now propbably works properly.
Fixed some issues with Unit death flagging and animator/ragdoll handling
Fixed notifications widget not being registered with the game UI screen
Human male ragdoll tweak
Hooked up stab decals and effects
Hooked up footprint decals
Made footstep sounds of the local player / other players more deterministic
Updated wearable pumpkin's face
Added LionEL dives to controller
Activity cleanup/notification improvements/cleanup