255,025 Commits over 3,990 Days - 2.66cph!
fixed issue with pickaxe attack hit anim
fixed clipping on big cleaver, longsword and mace attack at 85 fov
Units dropped by the player to remove from the Squad now explode
Added standalone guard around steamworks api usage
Moved hijack button
Added player name and recording date to replay playback
Cherry picked foundation shadow mesh fix
Foundation floor shadow fix
Reworked exit handling in squad editor. Hid the exit button, pressing escape at the map panel exits sqad editor, hitting escape when editing a squad shows the map panel
Progress bar now auto-hides if the player doesn't move the mouse for a while
Fixed leaderboard entry selection showing when not in focus
cliff_01, cliff_01b models/prefabs
Reworked the way Squad saving is handled. Removed the Save button, squads are now auto saved when changing maps or exiting. Invalid/incomplete squads trigger a warning display and block exit
Enabled grass shadow casting by default (gfx menu toggle soon)
Added custom shadow path to foliage shader
Added foliage shader ability to override shadow bias, shadow intensity and shadow alpha LOD bias
Tweaked overgrowth material
Fixed debug rendering
Model multiple mesh fixes
Bsp loading fixes
Bsp UV's
Material loading
Started work on performance improvements for large struct arrays
Added verification that struct values are correct to performance test
Struct arrays are now block copied if the struct type is unchanged
Removed mesh collider from tile highlights
Fixed crash issues with vehicle radars
Only highlight friendly unit tile selection highlighters
SquadDatabase now deletes any previous version, player-made squads at startup
Made new squads using the new units for next playtest
SquadVersion++
removed the mouse input option
squad editor unit list now defaults to the grid view again, now we have more units.
disabled the map type / unit type category selections
Smelting has a success chance.
Smelting stats for the different ores.
Coal fueled blast furnace for higher end smelting (hotter temperature)
Fuel fixes.
hippo + human looking around anims
Suppressed leaderboard in editor again
Some cleanup, more animation physics
Disabled transform renaming on contextual hint - should fix the hint prefab always being marked as changed
More item placement stuff, reverted to command generation method that I accidentally broke earlier
Some more trap logic
Added an IsPlaced field to Item so we can tell if an item is placed (not carried, but also not dropped)
Added IsAlly. Technically this one could be CharacterServer only, but it doesn't need to be (the data is available on all).
Working on character refactor idea
More item placement stuff (chalk material, colour changes, better cancel placement)
Too many classes. Trying something else.
Hooked up physical animation on weapon impacts
Looks a little janky right now
Fixed AI Character health bars persisting after a unit died
Was visible if they fell off the edge of the level
Working on a glorious (or equally likely terrible) new character refactor that will unify the network types and bring balance to the force.
Some WIP carryable torch stuff
Basic first pass on better item placement logic
can look around on mountable with clamped angles
some more jump stuff and modifications to some modules to account for new jump