199,504 Commits over 4,140 Days - 2.01cph!
part2 of fixing darkening issues
garbage idea but maybe someday
FOR FUCK SAKE slowshield effect
FOR FUCK SAKEfactory corner collision
FOR FUCK SAKE rebuild factor rotorz prefab (it fixed the no enemies spawning for some reason)
!A effect shader/material
baseline - this is the one
FOR FUCK SAKE projectile tweak (matched collision to visual mode)
FOR FUCK SAKE file cleaning
- Increased barrel spawn values slightly
- Increased enemy spawn budget in some rooms slightly
Revamped the graphics overhaul lighting, for all hours of the day.
Includes a "bright" full-moon night that maybe deters gamma cranking.
Merge from main to fix the brightness bug.
Reverted climate.cs and applied fix
- Collision layer matrix fix for Timeslowshield
Increased rifle and pistol projectile base damage from 40 to 50
FOR FUCK SAKE rotorz factory prefab
FOR FUCK SAKE factory room
Server side interaction checks for everything
- Room weapon/abil chance increased
ConstructBuildingSettings no longer stores state, ends if the building is no longer constructable or is finished
- Moved spikey spawners from area 1 to area 2
- Cash drops now worth double
fixed StatMinipulatorParametersDrawer
Fixed issue with PlayerController selection events firing at the wrong time
Building Construct interaction plan is toggled correctly
Fixed Unit Portraits widget sometimes showing two units
- Increased upgrade costs for shield
- Reduced starting base ammo levels for all ammo types
Added reoccuring messages
Updated speed cameras
Some HumanView.LateUpdate tweaks
Island02 navmesh because lol
fixed some sound and visual effects issues
Fixed a bunch of bad combat ability skills data
Working on evaluating roles in a Social for participants.
Fleeing using Influence Maps WIP
Fixed legacy decal shadow when dealing with non-directlight shadows
Moved multicopy from water2 to shared resources
Added proper support for deferred mesh decals + overhead.. to replace decal shadow hack
Added rust/std decal spec shader
Cleaned up rust/std decal specular
Added rust/std decal metallic
Touched shaders affected by fix in prev commit
Removed a few shitty bird stings and cricket loops
Better volume balance and general polish on ambient sounds
Less ear-piercing hitmarker sound
Better, more varied bullet flybys and ricochets
Don't play a million ricochet or impact sounds when shotgun blasts hit the ground
More woody knock and less tearing on tree impacts
Footstep polish and consistency
Bush rustles have a lot shorter fade in and sound more natural
Misc small sound tweaks, volume balance, and polish
Added deferred mesh decal renderer to main camera prefab
Modified sphere_tank decal material and renderer to use deferred mesh decals
█▉▅▊▇▆▆ - ▍▆▉ ▉▊▋▊█, ▍█▊▇ ▊▋▊█ & ▄▍█▍▌▋▅ ▉▋ ▅▊▌▄▍▄▄, ▊▍▄▋█▉▊▌ ▆▆▄▇▅▆▋
* ▄▋▅▄▋▍▇█▆▄▍▌█▄▋.▇▍█▉▊▋▋▌▍▉▆▉▊▉ ▋▋▇█ █▊ ▄▍▍▇▅▇ █▌▋█▊ ▆▋█▍ ▄▍▊▉ ▍▆▌▅ ██▇▊ ▍█▇▉▇▍
* ▇▊█▄▅▇ ▆▇▍▅▉▌▄▌ ▆▊▊▋▋ ▌█▇▆▌█ ▌▌▋▉ ▇▇▌▇▆'▇ ▋▉ ▄▌▆▇▊▇▋▊▊▇ █▇ ▆▌▉▌█
Automated Linux Build #417
Automated Windows Build #417
Automated Linux DS Build #417
FOR FUCK SAKE factory room/prefab (more random props test)
FOR FUCK SAKE factory material
!A random prefab
final
researching items calls CollectedForCrafting (mods/ammo comes out)
Researching added
Temp Blueprints added
research table unlocks at level 10
large wood storage unlocks at level 9 (was 10)
-Added research paper
-use research paper to increase success chance
-earn multiple one-time use blueprints when successfully researching an item (based on type)
rebuild loot panels
phrases
touched a bunch of prefabs