198,617 Commits over 4,140 Days - 2.00cph!
updated warehouse and prefab
Planner traces ignore triggers
Planner uses rust namespace defines instead of LayerMask.GetMask
- Turrets are now more dangerous
added warehouse and shader
Fix for "Cannot change GameObject hierarchy while activating or deactivating the parent."
- Score submissions no longer overwrite if lower than best score
Projectile trailer renderer management fix
Updated item view prefabs
- Super basic start of scoring
- Combat text scale can now be controlled, made player damaged text bigger
- Added camera shake to player damage
Landmine max placement distance is 4 (same as other traps)
Locked off courts / characters
Switched off teleport
Fixed item wrong categories
Fixed DoPrepare not being called on ScriptableObjects (missing skins in release)
Shorter shore wetness range, darker soaked albedo
changed a loud sfx in space usurper
Added TENN15 racket controller
Cowboy racket animator
updated loot tables + manifest
removed physical trap items from spawn table
-profiler hooks revealing which species are causing havock with DM (UNSAFE!)
-A goal that's not marked for DM will warn about that in the editor
shell protection added to external walls/gates
Added DataAsset.AssetNameDebug
Brought back shore wetness; new params, more broad; first stage before PBR params and extending to other shaders
UDM FilterBehaviourTargets success bool
GroupedCondition
Made DataAsset assetName non serialized
Lion-El - Serve walk updates ( travels further)
Elvis - Serve walk updates ( travels further)
Updated all serve based anims to hold scaled up ball correctly
Lion-El - Serve walk source updates ( travels further)
Elvis - Serve walk source updates ( travels further)
Updated all serve based anims to hold scaled up ball correctly
Still a fuckabout to edit but better...