199,319 Commits over 4,140 Days - 2.01cph!
Lion-El - Serve walk source updates ( travels further)
Elvis - Serve walk source updates ( travels further)
Updated all serve based anims to hold scaled up ball correctly
Lion-El - Serve walk updates ( travels further)
Elvis - Serve walk updates ( travels further)
Updated all serve based anims to hold scaled up ball correctly
GroupedCondition
Made DataAsset assetName non serialized
UDM FilterBehaviourTargets success bool
Brought back shore wetness; new params, more broad; first stage before PBR params and extending to other shaders
Added DataAsset.AssetNameDebug
shell protection added to external walls/gates
-profiler hooks revealing which species are causing havock with DM (UNSAFE!)
-A goal that's not marked for DM will warn about that in the editor
removed physical trap items from spawn table
updated loot tables + manifest
Added TENN15 racket controller
Cowboy racket animator
changed a loud sfx in space usurper
Shorter shore wetness range, darker soaked albedo
Fixed DoPrepare not being called on ScriptableObjects (missing skins in release)
Fixed item wrong categories
Locked off courts / characters
Switched off teleport
Landmine max placement distance is 4 (same as other traps)
- Super basic start of scoring
- Combat text scale can now be controlled, made player damaged text bigger
- Added camera shake to player damage
Updated item view prefabs
Projectile trailer renderer management fix
- Score submissions no longer overwrite if lower than best score
Fix for "Cannot change GameObject hierarchy while activating or deactivating the parent."
added warehouse and shader
- Turrets are now more dangerous
Planner traces ignore triggers
Planner uses rust namespace defines instead of LayerMask.GetMask
updated warehouse and prefab
Fixed AF not forcing on for all textures (against diogo's wishes)
Fixed NRE in Unit.FireProjectile