199,605 Commits over 4,140 Days - 2.01cph!
Automated Linux Build #58
Update english localization for tools with typo fixes
Automated Linux DS Build #58
Fixed missing resource item interaction refs and added NRE catch to avoid errors
Automated Windows Build #59
Automated Linux DS Build #59
- Ground work for ability system rework. Added scriptable object setup stuff.
* Fixed yet another security exploit ( Thanks Python1320 )
* Fixed scripted entity names being restricted to 32 characters. ( Now restricted to 64 )
Automated Linux Build #60
Automated Linux DS Build #60
FOR FUCK SAKE factory prefab so ceiling cast shadow from directional light
FOR FUCK SAKE factory tileset scene
fixed bug with footsteps sounds not playing when the player is turnign in place or jumping in place.
fixed some walk animation not playing footsteps
Automated Windows Build #61
Automated Linux DS Build #61
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Automated Windows Build #62
Automated Linux Build #62
- Added GoalVariantPlanBehaviourPlanWrapper (yes, really), allows some GoalVariant specific settings for Interactions in the list of Behaviours
- Interactions stored in GoalVariantPlans can specify a SmartObjectSettings which DM uses to filter matches
- Added SmartObject.HasInteractionPlan convenience method
Automated Linux DS Build #62
Reverted Client changes - weird bug.
Added splatmap baking - basic
Added different street decor - more control needed
Added very basic world spawn stuff
Fixed building texturing.
added Dylan's new UI iconbolts to deuce project
- Changed Factory1 defaults
Added extra transitions
Igor Serve->Run
LionEL Hit -> Run
Serve -> Run
Removed the SDF building LOD.
Fixed grounded building blocks (like foundations) not sending a stability refresh to connected building blocks on placement
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- Ability system reworking
- Refactoring ability button/activation/UI stuff
- Deleteing old/unusued ability stuff
AmbienceManager uses IComparable implementation instead of delegate to sort emitters
AmbienceManager profiling
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- AbilityList now loads all ability ScriptableObjects automatically from the folders at startup
- Ability UI buttons are now initialised from ability scriptable objects, including icon, button text, cooldown etc
- Ability UI buttons all now just use one button prefab, and set to disabled/blank when not in use
- More cleanup.
- Ability buttons now restart their cooldown when their ability is set/changed
Fixed issue that made constructions placed via the planner awake at world origin on the server
Fixed building block sound cutting out on placement
Changing and updating the way the building editor works.
creating zbrush trees for temple court
Road Section prefab update.
Keep serverside sleeper collider enabled
- Ability scriptable objects now have link to the abilty prefab
- Ability SOs now launch/init abilities
- Removed more old stuff
Adjusted high external wall and gate deploy volumes
- Projectiles can now be set to allow zero velocity
- Timeslow shield changed: It will now move in the initial direction of the shoot stick if the player is firing or will remain stationary if the shoot stick is not being aimed
Tree colliders now more accurate, instead of just looking like pills.
Roofs offer sideways support for walls