254,980 Commits over 3,990 Days - 2.66cph!
Lighthouse texturing progress
Removed unnecessary pitch modifier from Audio
FOR FUCK SAKE water shader/mat/texture
FOR FUCK SAKE fix some stuff in the rotorz tile/ rebuild tile/room
Added a few innocuous workarounds for glsl challenged drivers (glcore); touched relevant shaders
Added whatsnew.txt that gets auto opened with the folder
Cam orbit fixes
Merged from main
fixed player shakiness after reaching certain size, replaced font for chat and player names, players now removed from leader board after dying, added camera lag, and various other fixes
Static doors prefabs (unopenable)
Minecart wip
Plugged plenty of holes in my meshes
Military tunnels scene work backup
Skill unlocks progress
BuildingTypes, ItemTypes and ResourceTypes now use Definitions
Unit sound pitch is now adjusted on the mixer via AudioManager.OnGameSpeedChanged
Updated speed trap display
Added more mission points
Nuked terrain dummy addpass
moved some items
udpated deer and human
adde log seats
Latest Beep: Mission Changes, speed traps
Added biome tint mask property to rust/std and rust/std decal shaders
Merged back deferred mesh decals
Military tunnels scene work backup
Crystals prefab with smoke and light for tunnels (static)
deer, young male has little horns
elder male is bigger, has giant horns and looks beefy
Audio manager cleanup, started reworking the mixer, added ducking for high prio UI sound and Unit sound
Optimized ragdoll update visibility bounds with distance-based update freq; moved to optimize animator
Bit more camera orbit WIP
turned off curve resampling for rabbit to stop it stomping keyframes
stopped sleeping going to sit while isSleep is still true
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Subtracting deferred-mesh-decals rollback into a branch
Initial implementation of noise in relation to in game unit sounds.
AudioSourceManager.AudioSource exposure
Deferred mesh decal rollback
StatModifiers more easily created in code without data dependencies, example usage in Audio
Effecs tweaks (death triggers restored to intended setup, pre stats def refactor)
Temporary transform.LookAt in SetDestination when we arrive at a SmartObject InteractionPosiiton
Fleeing distance just based on Morale parameters for now until we can find a better distance calc
Started adding stuff to UnitSoundTypeDefinitions
Quickly trying out right stick cam orbitting
BuildPrefabs: Try moving a file 10 times before failing
Set some objects to not get rendered by the minimap
Switched server to lowest quality and disabled vsync
Updated bomb and package missions
Fixed decals not working properly on build
Fixed bug with game start music