239,729 Commits over 3,837 Days - 2.60cph!
Added DataAsset.AssetNameDebug
Brought back shore wetness; new params, more broad; first stage before PBR params and extending to other shaders
UDM FilterBehaviourTargets success bool
GroupedCondition
Made DataAsset assetName non serialized
Lion-El - Serve walk updates ( travels further)
Elvis - Serve walk updates ( travels further)
Updated all serve based anims to hold scaled up ball correctly
Lion-El - Serve walk source updates ( travels further)
Elvis - Serve walk source updates ( travels further)
Updated all serve based anims to hold scaled up ball correctly
Still a fuckabout to edit but better...
balance for external walls/gates
basecombatentity never loads with more health than its max
-decision log now can also show 'best decisions' (vs just best goal/gp/gpv)
- Shrank and moved room bonus bar so it's less prominant
metal facemask & toro now have same protection values (facemask nerfed a bit)
Fixed culling mode not working on Rust/Standard shader set
Made pool.prefabs and pool.assets console commands take an optional filter argument
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Wall frame inserts do the same construction layer check walls do
More adjusting levels in atmos pieces
Allowed mesh.quality and tree.quality to be > 100
Made mesh and tree qualities > 100 push back the billboard / cull distance as well
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Simplified the pause menu code
delected unused files
Arrow Key prompts, blank keys and updated controller map.
Cleaned up how skins are stored + applied
Ak47 accepts skins properly
Updated viewModels scene with backdrop & better lighting for blog video renders
Updates to hatchet vm source anims
Planner placement tweaks and fixes
Increased max third party prop texture res from 32x32 to 128x128 => ~0.5 MB to ~8 MB
Added camera snapshot and updated racket prefab layers
- Rooms now drop 0-1 weapons across containers
- Removed the 10% chance of dropping ammo for a weapon type you're not carrying
- Changes to loose cannon and cocktail launcher
- Containers can now be exploded by flying into them
- Added placeholder ammo type icons to ammo UI
Atlas stuff.
Improved some meats.
Fixed barricades culling too early
- The top ammo UI slot is now always the current weapon
Fixed ancient bug in planner that could incorrectly allow placement of objects at max distance
Moved weapons into item atlas. (Fresnel is a bit weird atm in some lighting conditions.)
FX tweakery.
Weapons to greybox