199,659 Commits over 4,140 Days - 2.01cph!
Water sim tweaks + small opt
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Some pain relief for modders (you should still call UpdateSkin after SetGrade on building blocks)
- Merged stat groundwork to main
* Fixed a possible exploit with the file system
* Fixed SetSubMaterial not working on bonemerged entities
* Fixed submaterial overrides affecting the first rendered entity in certain hooks such as PostPlayerDraw
Automated Linux Build #208
Automated Windows Build #208
Automated Linux DS Build #208
Implemented Unit morph system with custom morph editor, supports saving/loading morph presets via MorphSettings assets
Added MorphSettings to Effect and Species data
Morph data renames, editor exposure
Stopped movement children from queueing multiple usercommands on Nextbots per-frame
Automated Linux Build #209
Automated Windows Build #209
Automated Linux DS Build #209
Unlocked courts on console
removed unused test court textures
reduced some texture sizes
made main court and bamboo not static
rebaked lightmaps for test court
Fixed being unable to repair external walls, metal embrasures and window bars
- Item stat modifiers now stack and calculate correctly
LODs for Dreadora, skeletons and Ruud.
added shadow meshses to cloud city court
added shadow mesh to cc max
- Stats cleanup, default values
Removed sv_voicecodec
Defaulted sv_parallel_sendsnapshot to 0
Bumped up steam.inf version
Automated Linux Build #210
Automated Windows Build #210
TENN-15 - Lod added to character fbx
Lion-El - Lod added to character fbx
updates to character rig source files
Automated Linux DS Build #210
- Ability cooldowns can now be overrided to be modified by item modifiers
- Boost ability cooldown overriden to be modified by items
- Commenting to track which stats I've implemented
vm wood hammer - Made the deploy anim much longer with loads more spinning
updates to vm hammer source anims
Deactivated global fog in ocean and river
Water2 parity with Rust
added a pause where the player looks to the end of the go to walk followed by a shrug
added exhausted anim to exhausted state,
thinking about it while doing this checkin it probably both need Trigger Stop too
- Removed SECTR asset as it was never used
5.3.2p4
Skill value getter
Made Vitals editable in debug unit view