200,016 Commits over 4,140 Days - 2.01cph!
- Removed access to some old screens/features
Added projectile stickProbability
Tweaked throwable velocity (don't mess with gravity on thrown objects)
Throw exceptions if RealmedRemove is set up wrong
turret realm remove server contents set to 0
- Updated to DunGen beta 2.7
- LevelBuilder now uses the new LengthMultiplier value of DunGen instead of modifying the length values myself
Reversed RealmedRemove error throwing bullshit
- Logging the chosen seed again
Fixed ironsights not getting fov effects
Tweaked recoils
Weapons won't fire/aim if a weapon attachment is broken
FOR FUCK SAKE adding back pipe socket to dungen
FOR FUCK SAKE wall occlusion script to trigger near blur on DOF
FOR FUCK SAKE shader to renderproperly reflection
FOR FUCK SAKE boss room static reflection probe
FOR FUCK SAKE particle star material, switched to shader forge particle shader
Fixed warnings when shutting down
- Slightly changed the mission generation screen to show mission title and mission text
- Setup mission scriptable objects with Buck's text for booze tap and boss missions
Added socketmod_entitycheck
Sockets can supply a phrase to explain why it prevented the build (unused atm)
Tool cupboard uses deployer (possible unforseen issues)
Tool cupboard can't be deployed within the radius of any other cuboard, even if you have building privlidges
- Doubled max level generation attempts to 40
Fixed warnings
Make server shutdown less freezy (and diagnose)
LoadGameFromSubscene fix
MusicManager improvements
WeightedObject refactor, added IWeightedObject<T>
Added WeightedAudio
Added AudioMixerEx
Gunshots use localized voice limiting. Remove SoundVoiceLimiter from guns
Distant rocket launcher attack sounds
Player water movement sounds
Thrown hatchet/pick flight sound
Workspace max's into their own folder.
YAMfM (or Yet Another Merge from Main)
gates.external.high refactoring attempt
Steam Items have a subcategory
Items can define a steam item, is craftable if the player owns it
Steam item schema adds store tags
Added steam items for new signs
Fixed GameManager loading another zone when playing from a zone scene in editor
models/LODs/COL/Gibs for wood shutters
- Setup menu items for creating Collect missions
- Added collect mission scriptable object types
- Moved some spawn location stuff to SpawnLocations static class and added functions to find spawn locations per-room and per-level
- Started getting collection missions working
Added ActivityData, refactoring Activity a little
NotificationsWidget subscribes to acitivty itself rather than being managed by GameUI
More Activity refactoring
- More spawning changes
- more collect mission work
collision polish (shooting in holes improved)
added collisions back
- Mission definitions can now set if their mission object locations use the screen-edge arrow navigation stuff or not
- BuildMission now spawns any mission specific objects across the level if required
- Mission system now works with collect missions
- Added a whitebox collect mission prefab
merging changes from gate_anim
wood gate lock position fixed
Removing old skinmesh gate files that we don't need anymore
Stat.UpdateModifiers() profiler sample