255,046 Commits over 3,990 Days - 2.66cph!
re-imported koinobori and cleaned up animation and prefabs. added new test court walls, sand and wooden elements. tweaked lighting, working on combining elements
massively reduced test_court_sand tri count. added new wooden platforms and pillars. reduced test_court_walls tricount and repositioned. re-exported koinobori
Unlocked stuff editor only
Automated Linux DS Build #197
- Massive merge to new branch
Automated Windows Build #197
Added convars for all the different places pooling is used in
Disabled sound prefab pooling by default (all the others remain enabled)
Automated Linux Build #197
Added game.MountGMA()
Error models get reloaded after calling game.MountGMA
FCVAR_LUA_CLIENT/FCVAR_LUA_SERVER now act more like other flags
Added sv_hibernate_think & sv_hibernate_drop_bots ConVars
Added keyboard overlay
Fixed keyboard controls
- Launcher and trigger stuff
fixed console.clear
added console.tail <count>
added console.search <string>
rcon utf8 input experiment
- Fixed missiles not working
- Fixed excessive text spam when out of ammo
Use unscaled time for double click timing in PlayerCamera
Rest goal tweaks
Fixed NRE in Unit.FireProjectile
Fixed AF not forcing on for all textures (against diogo's wishes)
updated warehouse and prefab
Planner traces ignore triggers
Planner uses rust namespace defines instead of LayerMask.GetMask
- Turrets are now more dangerous
added warehouse and shader
Fix for "Cannot change GameObject hierarchy while activating or deactivating the parent."
- Score submissions no longer overwrite if lower than best score
Projectile trailer renderer management fix
Updated item view prefabs
- Super basic start of scoring
- Combat text scale can now be controlled, made player damaged text bigger
- Added camera shake to player damage
Landmine max placement distance is 4 (same as other traps)