193,481 Commits over 4,079 Days - 1.98cph!
Water sim tweaks + small opt
Fixed errors in elvis controller
Added transitions from hits to run
Healthbar sounds
Mavis racket/jetpack sounds
Fix special meter sounds not playing when UI is hidden/reenabled
Fixed queue jumping not jumping the queue
Improving unit reproduction code
Removed some useless actions
Added some more aging data
Added Effect params to PersonalitySettins
tweaked skybox to be more sunset-y at one end. rebaked lightmap to remove big purple light. changed grass colour to match concept and tweaked shader so it fades out with better colour. tweaked mountain colour at sunset side
re-exported grass with less reeds
CreateItem and RemoveItem actions,
Added back in a basic ActionChainData object, since we use ActionChains in Effect and not just Behaviours
"Special" ItemType
Data changes
added new grass, tweaked lighting, merged meshes, rebaked lightmap (need to do new final gather)
rebuilt test court grass and exported
FOR FUCK SAKE plasma fade fx
FOR FUCK SAKE plamablast projectile prefab
FOR FUCK SAKEplayership prefab with damage setup
FOR FUCK SAKE tweak damage anim
Lowest LODs for TENN-15 and Lion-El
created the wiseguy basic movement ( 8-way walk/run)
added basic code to drive the movement animations
- Branched for WIP item/stat modifiers and bonuses
Wood hammer - Throwing them was a bad idea, let's pretend that didn't happen.
Wood hammer - made throwable, updated vm anims, edited deploy audio to match new anim
Automated Linux DS Build #207
Automated Windows Build #207
Automated Linux Build #207
Crazy physics catcher improvements, works for all ents & catches a few extra cases
Added sv_crazyphysics_remove, sv_crazyphysics_defuse, sv_crazyphysics_warning
Removed sv_removecrazyphysics
Fixed utf8.len for single-byte inputs
Replaced hard coded test scalar
Automated Linux DS Build #206
Right clicking item with loot open will move it to loot
Right clicking clothes/belt bar will move item to main inventory
Automated Windows Build #206
Automated Linux Build #206
* Fixed some turret sounds not being cleaned up on remove
Fixed Morale consideration sampling the wrong stat
This should have been commited.
Fixed consumable effects not using duration mode
Some UI tweaks
Fire light and smoke material tweaks
Numerous TOD/Biome/Post tweaks
- Player damagestate anim layer now gets turned on when < 3 health
- Added a WallHitEffect prefab link to BaseEntity for an effect to play when stuff... hits a wall