243,943 Commits over 3,898 Days - 2.61cph!
Collision damage tuning, stop dying to every little thing
Bike power edit + steering edit
Disable the game_environment camera
fixed left rear indicator on lod1, tweaked rear taillights emissive colour on material, brakes are broken again
Started HintPanel and added it to game Scene
positioned rightiside screen and keypad correctly
One weird trick to improve bike jitter (lock z rotation) + additional tweaks
Revert "background bits"
This reverts commit 1460c3aa505dfeb8d23d795daeec2a41c12e38a7.
Revert "updated sprite animations"
This reverts commit 6cf514f8c0f500288b92bd852880f0e82b24bc85.
Move environment into prefab
lods, emissive on atlassed lods 3 and 4, trying to get lights working
raise cell 2nd layer model
Lower board pieces a little bit
Cells are created with random rotation
VR haptic bindings
VR: Use aim instead of grip pose for controller positions + update fpxr to 8839c8e
Merged Travelling Vendor -> Main
Brought back 4 wheel braking
Minor code cleanup
Tree kill fixed
Vendor now destroys any builldings on the road. Won't affect normal gameplay, but will allow it to work on modded servers that allow building placement on roads.
Remove PedalTrike kickstand
Exhaust FX change. Show some exhaust FX all the time
Fix InspectorPanel spacing/height
Change all "dev" resources to their new names with adjusted values
Copied the dev_scene content into the game Scene.
InspectorPanel highlights the current segment in segment list
Update Flat Top description to be more accurate
- Removed overengineered steering system. Pure pursuit seems to be the GOAT
- Look ahead multiple points rather than just 1
- Removed excess logs
bodybuilder
helicopter
flying money
syringe
floater text
cellphone
crab
added license plate props. more fixes to storage warehouse.
Add soundscape to game scene
Start with 3 Pebble Smashes instead of 2
Created Prefab and GameResource for Flat Top Weapon
Add HitCount so some rocks can hit multiple bugs/cells
Changed Pebble Splash amount from 4-6 -> 5-6
Start with 2 flat tops instead of 3
Created InspectInput, active during Playing state. Highlights visible segments on hover
Created InspectorPanel. Highlighting a visible bug shows info in a floating panel.
Store segment index. Display missing segments on InspectorPanel
Fix /Code folder not existing
Automatically translate old html news to new news block format
merge from runtime_profiling_entity_csv -> main
generator, van interior and damaged van, bollard and watertote scale adjustment
Added generator dev model
interior to Van
Damaged version of van in accordance with concept
Water tote large version
adjusted Bollard height to fit concept and grid
Look for matching source file when creating component from template
Enable waiting again - oops!
Clear material properties block before setting colour
Switch from multiple bools for tracking invokes to a single int
0 = off
1 = total execution of invokes per frame
2 = execution time per type of invoke per frame
Exclude "player_clip" tag for bullet traces
Use ClassName when serializing types generated with compedit
Maybe we'll want to always serialize as ClassName if the attrib is present?
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Refinery map updates
T spawn rework
Fix MainHudPanel BuildHash
Healthbar colour changes based on amount
Removing a bug after readying will unready
Cells mark as orange when hit and occupied. Green once empty.
Fling rock SFX
Clear all bugs SFX
Only clear cells in Playing State
Outdoor ambience
Player join SFX
Rock break SFX
Reticle Click/Cancel SFX
Fix template default directory
Fix first time code gen
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