200,062 Commits over 4,140 Days - 2.01cph!
Death screen: bear.prefab -> bear
this was changed.. might be important
removed accidental modifiers on exiting exhausted and injured conditions
Some tweaks to pigeon nest structure models/prefab
fixed sandbag barricade (prop version) never culling in dungeons
- Project upgraded to 5.3.5
- Temp ability pickup UI, fixed errors from ability pickups.
- Abilities drop 100% from crates for testing
- No longer start with a random ability
- Crates now have a 50/50 chance to spawn a weapon or an ability pickup
- Ability pickups are now correctly equipped
Cleaned up and improved debug spawning and component listing
Fixed Action.AddEffect being shit
Ration floating box: fbx, lods, col, textures and materials
Code generator should now automatically generate code upon reloading the code in Unity.
Removed concept of Parallel Actions from ActionChain
Added "graphics.lso" command to enable large scale occlusion
Fixed a few more bugs + simplified inspector
Effects editor and data cleanup
Cleaning up debug entity spawning (buildings work now)
updated to b19
stone spear cheaper
furnace / storage box earlier (before metal objects)
Tweaked default values; fixed toggling
added meat meshes to animals
updates to vm source anims
set up aim throwing for bone knife
updates to other throwables
Activated command-buffer merge to PBR g-buffer occlusion and multiply on camera target, intead of post
Removed ExecuteInEditMode
Merged from large scale occlusion branch
Merged from large scale occlusion branch
Switched to using CommandBufferManager to ensure CB ordering
Added large scale occlusion to MainCamera prefab; inactive unless toggled via graphics.lso (experimental)
Code generation now stores stuff to PlayerPrefs that should avoid unnecessary regeneration
Fixed lso compute causing leaking during blur
Behaviour widget improvements
World/Ground clicks close radial when open, but do not clear selection
lowgrade fuel default unlock (DERP)