194,007 Commits over 4,079 Days - 1.98cph!
- ControllerNavigation now sends action1/action 2 button presses
- UIScreenBase now handles interacting with it's screen UI elements
Automated Linux DS Build #22
- New UI code for base screen and interactable elements now work with new ControllerNavigation component
- More WIP options screen UI
Automated Linux Build #22
Fixed door collider layers
- Added ControllerNavigation component for gamepad up/down/left/right with repeat time/delay etc as I've pasted the same code about 100 times now
Fixed NRE running dump clientside
Removed animators from crate/loot barrel
Working version; todo fix tod_shadows
Automated Windows Build #22
fix for floating snap trap
Updated landing poses for throwables
Progress on building editor, window stuff.
CameraParticleFX progress, fixed issue with Unit+Flags handling of sleep, added ResetBehaviour Action
* Updated All NPC/AI weapons except for Crossbow
* Increased precision of Integers for util.KeyValuesToTable
Merging production changes
Fixed not reporting parameter errors properly
Sentry guide marking improved
pumpjack and quarry guide meshes improved
Pushed culling distance on some of the bigger signs
Projectiles keep track of traveled distance and time
Added maxDistance to projectile (specifies max allowed distance to travel)
Refactored projectile lifetime death (using travel time)
Character concept sketches.
- Shader/image effects level is now saved and automatically applied to all cameras/scenes
Can rotate turrets to face a different area (when offline)
canceling a craft breaks any items with condition in the recipie before returning them
fixed beartraps always looking unarmed
- Moved vignette/analogue tv from high to medium
Sticks can be harvested from trees, and will grow slowly
- Shader/image effect quality settings
- Tons of meta files ?
merged sentry guide into main
merged sentry guide into main
fixed pumpjack disconnect error upon repairing
Sandbag barricade uncommon, Stone barricade comon
Loot tables update
Automated Windows Build #21
Barricades stack, cost and crafting time more competitive against high walls
Barricades are easier to place on terrain
Barricades offer 1.5m of cover and standing up shooting
Barricades health balance
Models/Collisions and prefabs update
* Fixed some soundscapes being removed when cleanin up the map
- Excluded some cheat stuff from build