199,905 Commits over 4,140 Days - 2.01cph!
- Minimap markers are now only set visible the first time a player enters a room
- RoomSpawner now has separate lists of enemies and non-enemy entities that it spawns (and a combined list)
Temp increased slide dist
Simplified shot selection
Mavis source flying anims - batch 1
Mavis flying anims - batch 1
Ported water fog fix from Rust
- BaseEntity can now set if it has a mini map marker and colour
- Loot is no longer shown on the minimap
- Player is now blue on minimap
- Collect mission objectives are now shown on minimap as larger yellow dots
- Increased size of enemy minimap markers
- The smaller minimap view is now zoomed out further so you don't have to check the full size map as often
- Mission objects now get added to their rooms RoomSpawner tracking
- Enemies no longer show on minimap
-temp fix for people not holding on to their items.
Can now alter push back time / distance / speed
Put the Z distance check back in
Changed logo file from CMYK to RGB
Always clamp FOV to a valid range
Entity object list maintain
Entity object list maintain
Added UI\Newest Textures folder and In-Game UI textures.
Missing serve meters in UI\Newest Textures\In-Game.
building up temple grass mesh
Buffers for the Special Meters.
TopTier part folder cleanup
Atlased toptier, combined previously separate meshes to reduce drawcalls
New batched meshes
merge from building_atlases
Mavis flying anims - batch 2
Building prefab updates to the new stability + construction socket backend
No more StabilityPinPoint
Push back time, dist and slide rate now pulled in from config file
autoturrets won't aggro on eachother if shot by errant rounds
AK47 mesh update (now component meshes)
Added LODs to database
Added textures & materials
AK47 - Updated vm reference source with new meshes
Added all LODS base maya file
- more laser link wip testing
- Fixed Money Bags enemy ability. It now sets the entities loot table to have 100% chance to drop cash (and doubles the cash value)
- Bouncers now show their own name instead of Booze Burner
- Added BaseEntityCollider script that can be used to forward hit messages to the owning BaseEntity, so a single BaseEntity can have multiple hit colliders
- Both ends of the LaserLink can now receive damage
m249 viewmodel + worldmodel + sounds/special fx
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FOR FUCK SAKE WIP planet
FOR FUCK SAKE add light attenuation to subsurface shader
!A simplex noise script
!A planet script
FOR FUCK SAKE planet prefab