193,466 Commits over 4,079 Days - 1.98cph!
Fixed standard blend layer shader bugs in lower LODs
More flexibility in shader framework
Tweaked distribution of rocks and bushes
Value noise decor placement parameters are now exposed in the inspector
-removed debugging message
Automated Linux DS Build #191
Refactored racket stuff. Mavis and cowboy have their own racket scripts
Added event to serve
Automated Windows Build #191
Automated Linux Build #191
Fixed a multiplayer issue with CTriggerCamera
Fixed broken alpha test on terrain affecting caves
Don't show the game over screen when running a debug scene
Added scenes/dev/greybox and a little hack: Scene has a "isDebug" flag on it, if ticked the game will not load the ocean, and weather will be disabled by default
Added atmospheric music no.21, deleted old stuff
- Portal timer and energy tweaks
- Portal timer text now flashes when low on time
Automated Linux DS Build #190
Automated Windows Build #190
Unlocked courts / chars
Added Cowboy intro
Automated Linux Build #190
Changed mount order to make breaking the game more difficult: Map > Addons > Gamemodes > VPK > ./GarrysMod > Games > ./download > Fallbacks (Workshop unchanged)
Fixed bug with FreeCamera FOV change (RMB), removed some un-used functionality, change DOF focus mode on toggle, made default speeds more reasonable
Merged male/female tshirt
FOR FUCK SAKE player prefab with temp damage version
FOR FUCK SAKE playership texture/material
- Added lockable doors to all Factory room setups
- RoomLockIn now gets added to all rooms
- All rooms (should) lock in when entering them now
some new test hairstyles and facial hair for the male, if we like them they need some cleanup/optimisation still
moved male mesh to own blend file as export was takign too long
Female version of the tshirt
tuna wall light LODs, materials and textures.
- Timer doesn't start until you exit the starting room
- Slowed SuckIn speed
- Removed mission objective notification
- Mission screen now shows area names instead to show progression, removed all mission icon stuff
- Exit portals auto activate when in range now, no input required
Split intentory menu to its own scene
Pie menu is a scene
- Added an exit room with portal