255,042 Commits over 3,990 Days - 2.66cph!
Bow - Updated to latest rig & added new arms, rebuilt prefab and arrowhead attachments
Charger can no longer self target
Can now use the fast forward / slomo UI buttons again
Editable mesh face index from collision face index
Player name auto-hides with the replay timeline
Added #if UNITY_EDITOR guards around Utils.DivergenceLog
Timeline now shows while playback speed is not 1
Fixed divergence caused by bullet pattern elapsed time not being reset properly
Merge branch 'master' of SpaceUsurperUnity
Switched booster mat to correct shader, added ghost cube
Vertex cleanup
Convex physics
Changed shooter attack anim speed to 2.0
Selected units now play the selected idle anim
Added AE_Attack anim event to Slasher
Setup new Slasher prefab
All Set Destination modes can now specify a desired distance to stop at (previously only some modes exposed this option)
All preexisting actions that didn't previously have access to the distance field have had their distance set to 0 to ensure identical behaviour (newly created actions will default to 1 unit)
Added a new GoToBlackboardPosition(Distance1) so that units placing items don't stand directly on top of the location they are placing their item
Time now increments 2 hours if a gate is opened
Slowed down time movement
Some cleanup
island-02 navmesh Zone rebake
More time of day stuff
Added an event receiver to get time updates on any actor
Wall torch now turns off during the day and turns on at night
island-02 cliffs and forest topology masks update
Food & drink & recipe wip
More Time of Day stuff
Test map now fully cycles between light and dark
fixed bug where turrets/helicopters would shoot like shotguns during low fps
fixed bug where turrets/helicopters would not obey timescale
!mounts dictate player positions
!fixed jittery issues when player is on a moving serverside mount
Can now specify whether buildings should be constructed or not when spawning them via the debug menu
Health events. IPlayerHealthEventReceiver
Item placement skips rotation placement (rotation is driven by placement parameters)
Item preview is now instantiated from the current item view (fixes torch placement preview having a light enabled when held torch isn't lit)
Going through more UI stuff
Some time of day wip stuff
Hit p to increase time of day by an hour, it's super fast right now
adding slasher anims/controller
Map editor stair builders
fixed turret target not using form 1 attacks
fixed wheel form 3 prereqs
Merge branch 'master' of github.com:Facepunch/SpaceUsurperUnity
GetEdges works on pxcs with no anchors
More character refactor. IVehicleUser etc
made long jump window little longer
tweaked sprint a tad, max run speed slows down slower and speeds up faster
this is so players can hold sprint before a jump release it to hit the
jump button and not lose too much speed too fast
UV's working, lightmaps 'working'
Merge branch 'master' of SandboxGame
can now run up walls and knee climb over ledge
animations need a lot of work, but basically functionality is there
Fix spin on thowable entity
Messing around with procedural sound
player eye offsets correct on mounts
aiming relative to mount
Disabled foliage intensity until we have proper filtering for spot and cube shadows