249,212 Commits over 3,959 Days - 2.62cph!
- Unit+Attachments improvements. Now firing Animator.SetBool() for each AttachmentPoint when Attaching/Detaching Items
- Added Human CarryingRShoulder anim, updated controlls with new layers + masks for each arm and params for carrying
Damage balance
Slightly reduced damages from last week
Alt ammo types always better than standard in terms of damage
shotgun slug does lots of damage
fixed the normal map for the portable generator (thanks Bill/Vincent)
- Moved Human+Equipment logic and attachment handling to Unit+Attachments
- PickupItem now calls AttachItem
- Added Head attachment point to Human rig
Reduced size of water collider because those insane scales really mess with its accuracy
- Renamed Equipment ItemComponent to Equippable
- Added Position and Rotation Offset for items when IsCarryable
- AttachmentPoint improvements
- Fixed NRE when SO vicinity radius is 0
- Updated HumanMale assets
- client stuff needed.
- connection stuff needed.
- after that all gravy.
Water bottle - start with some water
More building optimizations
Added special move state to Mavis & TENNS char select controller, updated special move positions
Adding a lod in corrugated foundation.steps.top to mach number of lods in foundation.steps
Fixed shadow bug introduced by water2
Added small opt to update border mesh only on snap motion
Ocean material visibility tweak
mining quarry icon update
quarry saves/loads properly
Updated lowgrade fuel to use less cloth
added icons for survey charge and mining quarry
Edited in-game win/lose cams
updated human male assets
attachment pivot tweaks and updated cat rig preset with attachments included
Updated shadervariants
Fixed save compatibility issues
Fixed for PostOpaqueDepth when screen size is zero
More water tweaks
Reduced lag in large fightfights
Made arrows/spears easier to pick up
Arrows/Spears no longer block bullets/arrows/spears/meleeattacks
Updated Elvis & Igor in-game cam positions
Candlehat/Minerhat use fuel and don't break when they've run out
Watercatcher icons
Item containers can restrict to single item type
Fixed PostOpaqueDepth not working in edit-mode
adjusted character select prefabs for frontend
Added special move to controller
Fixed fps.limit being stomped
Water catcher water catching, blueprints, lootspawn
Network proto++
FOR FUCK SAKE glue impact colour
added Dylans new effects to swamp court scene, added new surface tension to scene
Added extra win / lose placement nodes
Updated character select prefabs
Added resourceDepositManager to randomly generate resource deposits on the map
survey charge spawns a visible resource shower when a deposit is found
mining quarry now latches onto resource deposit to extract minerals