225,866 Commits over 3,714 Days - 2.53cph!
Fixed object motion blur ignoring transparent cutouts
unit panels now react to change of selected unit
right panel is now always hovered unit, left panel selected unit
DSE.DebugConditionResult tweaks
Double armoured door research scrap cost is now the same as single
Set ResearchResource reference to scrap on the static research tables (so you can place scrap into them + research)
Subtracting BoneFollower removal again because fuck me
heavy plate helmet, heavy plate jacket, heavy plate pants, bandana, baseball cap, beenie hat, boots, candle hat, incendiary pistol bullet, shotgun trap, flame turret, metal shop front and small water catcher can now be researched
Removed need to be wet when trying to drink from bodies of water (was only testing on server, clients had it commented out -> weird behaviour)
Removed weird duplicate raycasts from water drinking tests (now raycasting only in GetWaterDrinkingPoint)
A NavMesh Grid Cell will now reuse terrain mesh data for all agent layers properly.
drop box, fridge, locker, mail box, chair, small planter box, table, vending machine, rug, rug bear skin and search light can now be researched.
Render scene to render target with scene capture entity
Campfire default
Double wooden door default
Wooden window bars default
Bandage default
Wooden armour default
Wolf Headdress default
Really WIP weapon switching and better flee management for AI's
Should only affect ranged enemies, probably still has issues
workbenches, sheet metal door, research table default blueprints
fixed moving wall level pixel connections
Merge branch 'master' of github.com:Facepunch/SpaceUsurperUnity
remove powerup behind player instead of in front
RopeNode class, fixed a bug when units Bounds isnt set properly
buckle up - merge into main
changed literally everything
all new loot spawns
can only repair items if you have the blueprint
found weapons start with very low condition
workbench health and recipes
recipe balance
scrap balance
Fixed playtest InfoMessage bug reported by Ryleigh.
Fixed proxy characters flicking out of view when standing in doorways, but I had to add an extra raycast per character.
Fixed checkedBlockBy flag not being used on UnitSpawners
Enabled the flag on a couple of unit spawners in Island_01 to fix animals being spawned inside cliffs
Tweak large gate sounds to match new anim speed
Merge my character refactor changes
Merging character refactor changes
Merge minor Character cleanup to trunk
Fixed a party invite ability not being marked as ai only
Fix for error if player gets a welfare notification right as they die.
NPC inventory no longer needs to sync to clients at all. I needed to change how ammo is sourced so that the item doesn't need to be created for the HeldItem - it's now just a prefab reference on the HeldItem gun, which will lose support for using multiple ammo types in the same gun, but we don't do that anyway.
Lot's of great things
- Fixed some interaction bugs that allowed the player to interact with
other things while pushing an object.
- Some new models/mats for the back office.
- Optimised the GPU rain somewhat. Less complex shader. Looks better.
- Added some building detail to the main road section.
Knowledge overlay now updates every 0.25 realtime seconds so that new labels appear as the player moves around the world
just making a struct for some sort of module rating system
set owner before interacting with interactable object
had to hit open on a gate twich before
fixed scrap coming from food boxes (wtf)
specatators can use map (mod support)
setup research costs for all items
setup workbench reqs for all items
added 'basic' wood crate
Some last music setup tweaks per Alex R's suggestions (should work properly now).
made the vehicle tire smoke taper off when the car goes airborne
Disabled AudioManager on server, locked server FPS to 120
if we switch to a belt item we can't throw while throw aiming stop throw aiming