200,032 Commits over 4,140 Days - 2.01cph!
Only trim start and end segments of paths
WTP, Trainyard,Canyon, Powerplant : removed custom terrain triggers and manual ladder triggers for sewers
Pigeon nest includes ladders / missing Ttrigger on one sewer block
Updated bomb mission to show on map who has bomb, who has been eliminated
Cache player components because why not
UIWidget base tweener functionality
Mushrooms not scored for DM
Working on shifting our relationship approach to use Opinions.
Sewer big rooms prefabs with reverb and Ttriggers
Power substations are only added to start and end segments of paths, not to interruptions
Some map generation order restructuring
crystal prefab material looks less cartoony (material copy)
Fixed bus stops sometimes spawning inside powerlines
DietDefinitions asset type for mapping UnitDiets enum values to data (food types)
Fixed RadialMenu positioning being shite
Added Food Type definition
Canyon sewer big rooms lighting/covers pass
Power substations spawn next to roads rather than on them
Fixed power substation terrain anchors
Fixed pylons sometimes spawning inside their power substation
Food Type Definition data pass
Monument topology spread on power substations
Changed bus stop pivot point to be at the center of the mesh (important for spawn filter checks)
Bus stop spawn position offset is applied via offset script parameter
Fixed bus stops spawning inside powerlines for real
Removed audio stuff from player controller, now just calls into the UI sounds system
Renamed gui_radial_x sounds, since they are not only used for the radial menu
Busstop prefab was missing a decal renderer script
brightend up nightime intensity
added central hub to meshes folder
upped brightness on skydome nighttime
Improved player controller selection and debug entity info selection hooks, added toggle for unrestricted entity selection in the editor so that gameplay more closely matches standalone build by default.
Bus stops no longer spawn in the middle of nowhere, only at monuments
made children models work, was really broken :|
added new children hair
Bus stops spawn a bit further away from the road
Balanced audio effects
Tweeked truck headlights
Network++
Roadside powerlines spawn earlier in the map generation
Bus stops tend to spawn further away from the power substations
Collider split on bus stop to accomodate for transparent colliders
Removed dirt decals
Fixed occlusion on standard lighting overrides; now handled by lighting func
Fixed rust/std shader inspector layer open/close states in multi-materials
Added fuzz layer to rust/std-hair + increased exponent range + using per-pixel normal for aniso vector calc
Merge from prerelease/wipe
Merge from prerelease/wipe
bus height adjustment (models)
Fixed negative scaled mine triggers on Savas that were causing server warning spam.