248,628 Commits over 3,928 Days - 2.64cph!
Big and small water tanks, lods, gibs and prefabs.
- Turrets now have a bit more default variance in firing rates
- Added text to gameplay UI below target health bar to show the name of any ability a special enemy has (Want to look at replacing this with clear ability icons later on)
Research Table art, prefab integration with lods/gibs/col
Replaced FXAA with SMAA in GraphicsOptions
Added Third Party SMAA (https://github.com/Chman/SMAA-Unity)
- Special enemies now get 4x health up from 2x by default
- BaseEnemyAbility now gets a BaseEntity ref instead of EnemyShip
- Turrets now have a chance of spawning with the Shield ability
lowered the horse scale a bit
lowered SMG fov
repositioned viewmodel to be lower
updated wick sparks to be emissive
Spawnhandler - enforce limits properly - attempt 2
Updated lootspawn to include map
Updated phrases
increased grenade effectiveness
Added Custom SMG
reduced revolver crafting costs
First stab at the VectorStick camera
Groundwork for Buildings as ScriptableObject assets, added to BeforeEditorWindow with listing and creation form.
Sounds and special fx for the SMG view model
worldmodel for the SMG all done
created swamp_fish_bones 1 and 2, unwrapped and baked lighting
beancan grenade icon update
Fixed horse having no collision
Fixed ironsight zooms being fov dependant
- If an enemy gets spawned as "special" and get's an extra ability, it also receives 2x as much health and loot drop chance is set to 100%
- Lots of enemy ability/manager changes
- Added healing beams enemy ability
- Tweaked values for healing/shielding
- Booze burners and patchers have a 20% chance of picking a random ability to spawn with
Map - hide paintbox until cursor unlocked
Fixed NRE in AnimalSkin (horse had no renderers set)
Disabled orbit key jumpto test
- Reverted to prevsion revision of PlayerCameraControls
- Fixed Unit_Human prefab not having a Human component
Forgot river physics material (for footsteps)
Baked HapisIsland water map (ignore this in your next merge Petur)
Pay attention to map size when in EnforceLimits
Tweak first person wounded sound
Unparent sounds from effects on destroy instead of only when recycle is called
First pass at terrain-approrpiate animal footsteps
Fix missing AudioClip references on wolf SoundDefinitions
Prevent certain important sounds from being stopped early by SoundVoiceLimiter
- Can now specify a random range for enemy ability durations
- Tweaked enemy shield values
- Reduced booze burner speed slightly
Use run_app_build instead
Removed debug info about texture creation
nerfed arrow projectile velocity
If too many spawnables on load, delete a bunch of them
Fixed invisible feet shadows
Fixed twitchy shadows when dead/wounded/asleep
Fixed some clutter issues
Disabled clutter rocks for now since they appear extremely floaty with the new per-pixel terrain displacement
reduced extra-long delay chance