200,001 Commits over 4,140 Days - 2.01cph!
Added rig test anims for Owl
Fixed door knock effects being referenced by string
Doors aren't BuildingBlock derived
Fixed shutters etc not breaking when wall fell down
- TT_Laser can now specify how many times to warning flash before activating laser
- Made a laser script that raycasts to position and scale laser beams according to surroundings
- Made a quad laser turret and test scene
moving sheves into the new deployable prefab folder
- Removed all turrets from the Factory tileset and updated prefabs
Sockets can choose whether or not to be monogamous
Entity links are initialized in InitShared and linked in PostInitShared
Stability uses stability entity links for robustness and predictability
added temple stones to max, adding to scene
adding floor stones to temple court.
- Deleted old floor_triggered_turret prefab and replaced with Floor_Hatch_Triggered (minus a turret child)
Should fix "only legs"
Should fix not being able to build
Fixed supply signal not working (referencing plane by string)
Loot tables
Removed AK47
Updated phrases
Started collision change
Removed old shot selection method
wood door texture fixes (leftovers in AO map and diffuses)
Disabled legacy deploy LOS test (was breaking shelf deployment)
Added vehicles and horse riding
Work on generating good SDF masks!
Fixed client worlditem NRE
Removed vehicles and horse riding
Fixed NRE in DoLandingEffect/DoJumpStartEffect
Re-exported Owl character & anim set with updated hierarchy
Increased spawn densities, more sticks should spawn in forests
Removed using UnityEditor.iOS.Xcode directive in FixedArray (hi ptrefall)
Fixed animal corpses not giving meat
Fixed UI sounds not adhering to volume control (mainly pie menu clicks)
Resource deposits use a salted server seed for unique deposit positions (server.salt convar)
* Fixed gravity gun not calling OnFailedPhysGunPickup on any entity
* Fixed not being able to grab a Magnusson Device from Jalopy's back
* Fixed Japoly's radar and added multiplayer support
* Added ismatrix
* Entity.RestartGesture() is not serverside only ( It never did anything on client )
* Entity.SetWeaponModel()'s Weapon argument is now optional
* Added 2 new parameters for Entity.RestartGesture - autokill = true, addIfMissing = true
* Added a bunch new functions for gesture/layered sequence stuff
Automated Windows Build #38
Disabled lock on window shutters
Automated Linux Build #39
Automated Windows Build #39
Automated Windows Build #40
Automated Windows Build #41
Procedural components can choose whether or not to run on the client / server
Removed a bunch of bushes from the server
Fixed warehouse monument collider having no valid physic material assigned
- Changed main PlayerShipCamera prefab X and Z offsets to -137.5
Fixed foundation placement exploit
Pillars can only be placed in the middle of foundations/floors
Automated Linux Build #42
Automated Windows Build #42
Added a couple more deploy checks to the triangle foundation
Merged some vpcs, let's see what difference this makes