248,703 Commits over 3,959 Days - 2.62cph!
combined swamp trees and roots, added leaves and mushrooms, lit all variants
Ammo in clip counts towards type of ammo (can pull up ammo swap menu if ammo in clip differs from inventory ammo)
Fixed ammo top-up exploit where reloading with only 1 ammo of a differeing type would change all bullets in the mag to be that type
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Animate animals further away
Applied Xavier's fixed snow jackets
Added dev section to F2 menu (just some layer toggles for now)
Tweaking player movement mass
-merged with main
-fixed Resource view creation
-created 3 new Pine views with the new system.
Added button to fire RefreshAssets to DrawAssetListing in BeforeEditorTab
Default project settings missing CLIENT
Add concmds to the global namespace if no conflicts (ie you can now call "fov 75" instead of "graphics.fov 75")
AssetGroup creation from Enum values in Building/Species and Resource editor tabs
No shooting from ladders
Hardcoded viewmodel lower degrees ( so you can actually tell the weapon is lowered)
Re-assigned Pine resource views
Resources and Editor cleanup
Fixed NREs in MaterialConfig
Can't place ladders inside ladders
Attempt to stop Canvas.BuildBatch taking 4ms per frame
Some merge cleanup and asset listing tweaks
Shaders and Asset Bundles... fucking unity
Trim newlines and shit from phrases
Fixed phrases not updating properly because of rogue tabs
Added SpawnHandler warnings when AddInstance is called out of order
Testing out server console utf encoding
-cleanup of branch
-added new test resource made with editor
-tweaking and prettification
Triggers - don't create list objects until they're needed
seperated the attack animations for the bolt rifle, so players can fire and hold the button down, and then let go to resume the bolt cycle action
FOR FUCK SAKE added missing shader to the loaded shader array
FOR FUCK SAKE tweaked bouncer gloss to make it easier to read
Touching flowers to try to fix weird stretching thing in editor
SoundManager error handling
Updates to the running hit calculation
Made ladder placement more tolerant of uneven surfaces ( like rocks )
Can place ladder even if no building permission
got rid of clovers
adjusted flower lods
Fix stag footstep sound references
Turned shadow casting off on clutter flowers/clovers
BuildingBlock / Signage need to start disabled
Made low-quality LOD of roofs disappear again when getting close (temp fix)
Removed trigger-based nearby entity detection from camera
Made conditional building black spawning use the LOD grid (now also affected by object quality slider)
Made sign texture requesting use the LOD grid
Don't strip all scripts that implement ILOD from servers (implement IClientComponents if desired)
Added optional unique param to ReorderableListDrawer, for unique lists
- BeforeEditor updates, cleaning up tab setup a bit (removed title constructor bullshit)
- A little more work on SpeciesSettings and the editor for them