199,327 Commits over 4,140 Days - 2.01cph!
Fixed a condition where saves could get wiped on inproper shutdown
fixed temple court wear shader and texture
Temperature is now an Attribute rather than a Vital, and introduced Body Heat Generation Modifier Attribute. Unit+Temperature's TickTemperature will modify how much heat is lost from exposure to the Ambient Temperature of the Zone/Biome, by modifying change over the delta.
DecisionLog filter / toolbar layout tweaks
- Rooms, turrets, and reduced cam shake
UTF-8 output on Windows SRCDS console
- Removed large rooms from factory tileset
Automated Windows Build #202
road materials updates, textures rework (less noise, better depth)
road meshes simplification and beautification +new, longer segments
FOR FUCK SAKE plasma particle prefab
!A particle scale animation/controller
Delta time now accumulates in Tick Temperature. Increased time to reach Ambient Temperature, for a slower tick till doom rate.
Automated Linux DS Build #202
powerplant scene updates
dirt accum textures, mat, models, reeady to place prefabs
FOR FUCK SAKE plasma projectile life
Unfucked entity creation / destruction events
Made entity destruction a lot faster (or that's what the editor wants me to believe)
Mavis - updates to serve walk ( now travels further) & fixed clipping issues with ball
TENN - updates to serve walk ( now travels further) & fixed clipping issues with ball
added new trees to test court (need to combine materials)
added new test court trees
Updated Elvis controller / config with new dives and smash
WIP on anim state changes
Mavis - updates to serve walk ( now travels further) & fixed clipping issues with ball
TENN - updates to serve walk ( now travels further) & fixed clipping issues with ball
Igor - Added skinned LOD2 mesh
- Refactored earlier XP test code
- Rebuilt player prefab
- Number of level ups is now stored and XP can rollover
- Added level up text to bar when levelups pending
- Switch XP / room bonus bars around
Wet rocks on water and beach
Inverted terrain height masking for wetness
Foam pseudo-shadowing via reflection; reduced SSR fresnel cutoff
Tweaked wetness some more
Fixed extra shiny player model.
- Reduced loading time of level start/level up screen
- Other bits
- Increased blast radius of cocktail launcher and increased damage, enabled player damage
- Removed random offset for cocktail launcher
- Reduced explosion cam shake some more
- AIRandomMovement now has a chance to stop moving