199,462 Commits over 4,140 Days - 2.01cph!
Fixes for Lot creation stuff. Now stored. Some shit parts to it with generation though.
fixed LOD on key lock
!fixed door repair exploit
shelves can be removed with melee
- branched WIP reflection probe changes
viewmodel waterbucket animations + sounds + code + special fx
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- World debug auto refresh includes terrain config changes
- Renabled grass
- Tutu wearable prefab material fix
Human max parenting/item skinning tweaks for placeholder wearables test
Fixed VT washed out terrain (#263)
dungeons rock material tweaks
Some missing monument topology for powerplant, trainyawrd, water treatmant plant and radtown 3
Enabling LoadInBackground on sounds - to see what happens
Fixed missing bushes when playing in the editor
Tweaks, Building LOD fix.
Lighting pass in military tunnel
Added vertex lit fallback to pixel lit particle shader
material fix on industrial light prefab
- More Laser Link player ability work
- Added StopMovement() to BaseProjectile and they can now be flagged to stop moving when they hit something
- Added AABB collider check function to MiscUtils
Fixing weird PVT behaviour in GL/OSX
More work on Goals and DM integration.
UnitImportWizard AttachmentPoint handling
Un-peturing the Temperate Biome, added Biome.PeturDevil for biome_test scene
Various building exploit fixes
- Call Animator.Rebind() after Unit puts on a Wearable (fixes clipping/skinning stupidity)
- Split Unit Wearable handling into it's own partial
quarry fix - unrecoverable loot under bucket
- Fixed TryWearItem calling the wrong thing
- Updated human view prefabs (should fix error spam)
- Seperated the laser from remote object for laser link
- Laser link remotes now stop at walls and laser performs LOS and stops at walls
- Laser link now does damage (currently instant death, needs DOT)
wood doorframe see-through exploit fix
- Changed my mind. Laser Link laser now deactivates when no LOS to player, resums when LOS back.
- Decreased Laser Link range from 1000 to 800
fixed missing collision component on sewer bridges
hopper collision fixes (no more trapped items)
Roofs are more expensive and have less health