255,519 Commits over 3,990 Days - 2.67cph!
Fixed salvaged hammer viewmodel
Fixed NRE ServerMgr.cs:806
tugboat textures, WIP model, materials
Slightly faster LightEx / LocalPositionAnimation
Added a comment in code to show that explicitly
Singleton Managers should live in GameManager, since that's where they live on the Game Manager prefab.
Default to Survival game mode when starting with startup, so that we actually get out of the loading screen and load the game (or quit the game if there's no game mode defined at that point).
fixed SAR costing 3 semi auto bodies (now 1, oops)
balanced SAR recoil/damage (easier to hit stuff now)
FOR FUCK SAKE island border
FOR FUCK SAKE raised world by 5 unit
FOR FUCK SAKE disabled shgore ovjecte cuz it look weird with big wave
!A wip ocean surface shader
Water force to 12, cannon ball bit bigger, cannons fire faster, longer and less height
Fixed buggy chat visuals with pool.mode 2
FOR FUCK SAKE tweak ship model/prefab
Optimize ReverbZoneTrigger updates
Add voice limiting to physics sounds
River sounds use the local ambience system
Wounded screams stop on death
VIewmodel sound timing tweaks
Ambient sound layer timing tweaks
Fix deployable placement effects spawning at the origin when attaching to other entities
Add new placement sounds for deployable building parts (doors, ladders, etc)
Misc sound polish
redid the 3rd person pistol deploy animation so it matches the 1st person better
Merge in updated vehicle player animations
Fixed eye direction confusion
Committing current work before trying something risky
Reworked Hazmat suit source files
BaseBehaviourPlanSettings has RoleParameters for player exposed/commanded behaviours
radiation has more of a gradient rather than a seemingly binary exposure
updated radpill description
added food box to junk piles
phrases
protocol++
updated player in car animations to allow horizontal rotations of -135 and 135
rocket launcher more expensive
rockets cost additional pipe
lowered oil barrel HP
removed waterpipe pipe requirement (derpy but needed for now)
tightened up flamethrower fuel stream graphics
flamethrower must be held to create fire
can no longer tap flamethrower for 1 fuel to create a fire
flamethrower holds 100 ammo instead of 50
flamethrower uses twice the fuel per second
flamethrower direct damage against players increased
attempt to fix empty crates/barrels
added semi auto body (p250/SAR component)
slightly reduced sheet metal HQM recycle yield
slightly reduced spring HQM recycle yield
protocol++
Stop mouse being grabbed even when editor is paused!
Adding my test scene to the build list, sick of re-adding it.
Partial work on vehicle eye rotation etc
GPV completion now adds role weight
Profiling formatting crap, minor refactoring
yet another merge from main.
Cannon aiming resets when leaving aiming mode
Breed request is player exposed, condition tweaks to support that.
Fixed Berry Bush IPS data warning
water bottle viewmodel updates, adding Toms bottle mesh & textures