243,958 Commits over 3,898 Days - 2.61cph!
Melee cloth impact sounds
Rock weapon strike sounds less like a land slide
Super distant gunshot polish/consistency pass
Salvage ice pick deploy sound polish
Construction and upgrade sounds, first pass
Bullet ricochet sounds, first pass
Survey charge sounds, first pass
Workaround for interaction issue
Fixed crappy pathfinding callback code
- Added PrefabLink scripts to the rooms in Factory tileset scene and linked to their prefabs
- Added tool scripts for building prefabs from scene items
FOR FUCK SAKE factory TileSet scene with collision/minimap
VicinityEffect improvements and EffectFX (yes really) groundwork
- Pressing M toggles sound
- Rooms now spawn loot crates
Added "help us" text and steam ID collection to reporter
blunt/stab/slash impact decals
Started switching to project/publickey system
- Enemies now do collision damage to player
AI can break out of freeze special
- Fixed another save/load bug
- Objective waypoint arrow now pulses and scales
Disable menu when reporter is open
- Added RoomSpawner script which is responsible for spawning enemies from the mission's EnemyPack, up to a configurable cost, into the room
- The level generation seed is now passed to spawners too, so enemy type and spawn locations can be reproduced
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snow impact effects no longer look like tiny geysers in shadow.
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Fixed freeze effect on point reset
- Made a script tool to select all children of selected objects and deselect selected objects
Fixed race condition in dev req causing crashes
FOR FUCK SAKE factory TileSet scene (collision/minimap pass not done yet)
Performance UI widget and misc tweaks
Refresh batched collider after building block rotation
Various building exploit fixes
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Moved second cupboard collider to the prevent building layer, as is tradition
Quarry LOD Atlasing (on L2 & L3)
Removed AssociateWithTribeHub property from BuildingSettingsEditor
Fixing bugs with unit pathfinding events and SmartObject interaction position/subscription handling
Added OnBehaviourExecuted : UnityEvent<Behaviour>