221,906 Commits over 3,653 Days - 2.53cph!
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
Fixed potential exception in ColliderBatch / RendererBatch
- BaseProjectiles now have a separate Fade definition in inspector
- Impact and Fade effects can be set to take the forward direction of their projectile
- Refactored some BaseProjectile stuff and removed some unnecessary calls to old object pooling setup
- Tidied up BaseProjectile inspector into groups
Developers/moderators/admins can jump the join queue - and ignore maxplayers
trainyard, powerplant, water treatment plant prefabs/dressing update
couple rotation fixes in stairs prefabs
Queue now counts players that are joining too
Status shows queue size
Removed news from loading screen (didn't work as well as I'd hoped)
Planting seeds doesn't sound like you're about to die anymore
Better spear throw sound
Driftwood shore wetness + shader tweaks
- Stopped a bunch of object pool instantiations that are no longer used
- Removed some unnecessary colliders from enemy prefabs
- Added health values to playership models for the parts to disappear
- Rebuilt player prefab
- Levelup screen model now reflects current player health too
- Increased health of spikeys from 2 to 4
TOD wip stuff.
Tree billboards cast shadows.
Storm drain material PBR'd.
Crushed cloud texture blacks, and removed all useless alphas.
Item/Container handling tweaks
Lods for male body and heads.
Fixed a few d3d9 shader compiler errors
Fixed water fog disappearing when moving camera parallel to floor
Updated vm hammer source anims
Updated shadervariants and graphics settings