255,019 Commits over 3,990 Days - 2.66cph!
Refactored graphics options stuff a bit, fixed HBAO not being toggled properly and ragging FPS on shitty machines like my laptop \o/
Disabled shadows entirely on Low quality (TODO : make this look as good as it can, floating shadow decals etc)
Placing a campfire doesn't magically give you 42 wood
Model Test
Model mesh test
Loot panels replace the character stats on the right hand side on the inventory screen when relevant.
Added traits to half edge mesh to allow for texture planar mapping on brushes
Uncraftable recipes are faded in the UI.
Item tweaks.
Manifest.
Updated to 5.6.3p3
New countdown for race mission
Mission status changes
Updated race UI
Started to port over editable meshes to C#
updates to vm source ref files
ManagedMesh
ManagedMesh filling
Update delegates when the target changes
level stuff and finished bomb triggered platform
Timing now counts each element in a struct array
Fixed bad thing in DSE causing consideration scores to not actually be used
Added Warmth module to humans and more fuckery with Idle module
Launcher now uses a ProjectileAttackView, new missile attack works
Eating raw fish no longer makes the player puke
human idle AI improvements.
Added TOD Light consideration.
Fixed error, builds now fail properly.
restored PostAttackCombatAction, but now only handles restoring direction
Added rust/std terrain-blend factor+fallof control to vertex alpha blend type
Crossbow and Rocket Launcher - Updated to latest rig and arms, clean exports, rebuilt prefabs
Working on optimising connection checking
Fixed case where victory UI wouldn't hide
Connection cache memory optimisation
Merge branch 'master' into connections
Space is always left for leaderboard scrolling arrows
fixed timer bug
repel effect proper size
attract effect
bullet freeze effect
redirect visual effects
player death effect
player damaged start visual effect
trying another fix for permanent invuln
tweaked visual effect when getting a powerup
pattern params patternNum & patternDegrees; tentacle orb attack
effect bullets use a different pool
tentacles attract attack and visual effect
tentacle 3rd form
Fixed case where victory UI wouldn't hide
Connection cache memory optimisation
Merge branch 'master' into connections
deviation from best is now in config.
Idle module now also has Is Busy condition.
AI scoring deviation set to 0.01 instead of 0.1.
Emote selector now selects from top scoring emotes rather than weighted random.
Emotes moved to idle module.
Renamed Launcher prefab correctly (was Turret)
Launcher AE_Attack event
Mortar, Patcher AE_Attack events
Renamed Render to Debug
Mesh and BSP wip - H to "spawn map"
Cherry picked rust/std terrain-blend changes in
22762
tentacles attract attack and visual effect
tentacle 3rd form
Ice lake progress / slightly improved snow
effect bullets use a different pool
Fixed deployable item placement, which was broken by the non-alloc physics merge. The Unity default for OverlapSphere is QueryTriggerInteraction.UseGlobal, but the GamePhysics default is QueryTriggerInteraction.Ignore
tweaked visual effect when getting a powerup
pattern params patternNum & patternDegrees; tentacle orb attack
Reduce squatter time from 4 to 3 mins
Various crafting related.
more level design stuff and platform triggered by bomb
Re-enabled and updated What's New