193,508 Commits over 4,079 Days - 1.98cph!
Merge from prerelease/dungeons_art
Morph masking and editor improvements
- Cocktail launcher changes
Char morph editor funtimes
fixed bullseye missing decals
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FOR FUCK SAKE bomb prefab FX
FOR FUCK SAKE burner flame
!A particle blast texture
!A particle missing material
Manual copy of new HapisIsland (because Plastic apparently hates subtract inception)
FOR FUCK SAKE particlenofog shader, remove refraction
!A refraction shader
FOR FUCK SAKE portal shader, fix refraction direction
FOR FUCK SAKE bomb prefab particle
FOR FUCK SAKE flame thrower added refraction
Spawn population tweaks
Fixed some stuff spawning midair near rocks
DeferredDecalRenderer command buffer refresh is allocation free
Added decal.cache convar (refresh decal system every frame vs. only when marked as dirty)
Reactive target uses RendererLOD instead of LODGroup (never use LODGroup for stuff that doesn't walk around)
Adjusted reactive target bullseye collider (no hard edges that can cause perpendicular impact effects)
Adjusted reactive target physics layers (no player collision on the moving parts)
added dylan rally counter effect to art
Disabled microfiber fuzz layer on reactive target (uses fucked up normal encoding that messes with deferred decals)
Added effect to cowboy racket
Reactive target Missing collisions
U! particle no fog shader, adding refraction from alpha
FOR FUCK SAKE bomblast prefab particle
FOR FUCK SAKE bomb prefab
FOR FUCK SAKE standard shader hit effect (might need adjustement as the hit might look dimmer)
can now lower target
1 second delay for pickup
Automated Linux DS Build #224
Automated Windows Build #224
Automated Linux Build #224
Gamemodes within addons now have their 'entities' and 'content' directories mounted
Workshop Lua files are now treated as if they're in the base directory by error handling
impact sparks are HDR
added bullseye to reactive target
bullseye shots do 2x damage and have a special effect
Skin picker functionality
Fix for a prefab, trainyard update
added 3rd person animations for character holding a pistol
added look up /down animation layer
dungeons scenes backup
sewers models, mats, textures, LODs, ready to place prefabs
Statistical Model Condition and Consdieration abstracts added.
PlayerCamera "closeup" dummy data as mentioned in BEF-186
Split unit relationships data to file, added equality members
ReorderableList cleanup, alpha ordering (yay)
DesireConsideration returns weight * momentum, not the sum
latest sabertooth (checking in because im probably going to break it trying new things)
new terrorbird
Updated AO to latest; reduced depth threshold to 0.2 to prevent halos