255,070 Commits over 3,990 Days - 2.66cph!
CreateItem and RemoveItem actions,
Added back in a basic ActionChainData object, since we use ActionChains in Effect and not just Behaviours
"Special" ItemType
Data changes
added new grass, tweaked lighting, merged meshes, rebaked lightmap (need to do new final gather)
rebuilt test court grass and exported
FOR FUCK SAKE plasma fade fx
FOR FUCK SAKE plamablast projectile prefab
FOR FUCK SAKEplayership prefab with damage setup
FOR FUCK SAKE tweak damage anim
Lowest LODs for TENN-15 and Lion-El
created the wiseguy basic movement ( 8-way walk/run)
added basic code to drive the movement animations
- Branched for WIP item/stat modifiers and bonuses
Wood hammer - Throwing them was a bad idea, let's pretend that didn't happen.
Wood hammer - made throwable, updated vm anims, edited deploy audio to match new anim
Automated Linux DS Build #207
Automated Windows Build #207
Automated Linux Build #207
Crazy physics catcher improvements, works for all ents & catches a few extra cases
Added sv_crazyphysics_remove, sv_crazyphysics_defuse, sv_crazyphysics_warning
Removed sv_removecrazyphysics
Fixed utf8.len for single-byte inputs
Replaced hard coded test scalar
Automated Linux DS Build #206
Right clicking item with loot open will move it to loot
Right clicking clothes/belt bar will move item to main inventory
Automated Windows Build #206
Automated Linux Build #206
* Fixed some turret sounds not being cleaned up on remove
Fixed Morale consideration sampling the wrong stat
This should have been commited.
Fixed consumable effects not using duration mode
Some UI tweaks
Fire light and smoke material tweaks
Numerous TOD/Biome/Post tweaks
- Player damagestate anim layer now gets turned on when < 3 health
- Added a WallHitEffect prefab link to BaseEntity for an effect to play when stuff... hits a wall
Fixed potential exception in ColliderBatch / RendererBatch
- BaseProjectiles now have a separate Fade definition in inspector
- Impact and Fade effects can be set to take the forward direction of their projectile
- Refactored some BaseProjectile stuff and removed some unnecessary calls to old object pooling setup
- Tidied up BaseProjectile inspector into groups
Developers/moderators/admins can jump the join queue - and ignore maxplayers
trainyard, powerplant, water treatment plant prefabs/dressing update
couple rotation fixes in stairs prefabs
Queue now counts players that are joining too
Status shows queue size
Removed news from loading screen (didn't work as well as I'd hoped)
Planting seeds doesn't sound like you're about to die anymore
Better spear throw sound
Driftwood shore wetness + shader tweaks
- Stopped a bunch of object pool instantiations that are no longer used
- Removed some unnecessary colliders from enemy prefabs
- Added health values to playership models for the parts to disappear
- Rebuilt player prefab
- Levelup screen model now reflects current player health too
- Increased health of spikeys from 2 to 4
TOD wip stuff.
Tree billboards cast shadows.