248,640 Commits over 3,928 Days - 2.64cph!
Moved LegacyLevel to release folder
Various small fixes in the custom map
Prefab cleanup
Making ScriptableObjectUtility non private
added net and net pillars to raft environment, added ropes and rebaked lightmap. tweaked diffuse, added court wear map and set it up
Updated the digits on keypad
Slimmed the stone skin walls and foundations
UI options fix in startup scene
Loading music obeys music volume convar
- Character/inventory screen model now shows equipped items correctly
Editor loadout chooser persistance
Fleshing out and testing how Effect Action works together with Need and Trigger.
signs no longer take bullet or explosive damage
some more work on keypad albedo
PlayerCameraControls+Input uses GetAxisRaw instead of GetAxis
little cheats to start up faster.
- PlayerUnitContols now handles LOI SO placement for selected units
- SmartObject.initalize() now accepts an array of Agents to subscribe on init
- LOI SO Prefab now accepts multiple Agent subscriptions
- Replaced some Time.time usage in PlayerUnitControls with Time.unscaledTime
Can now chain text feeds for good shots / moves
new keypad lock and textures / lods / mats
comments so I dont forget
- 5.1.0b4
- Super important pixel art loading man.
- Moved AI scripts folder up a level
- Added the new player ship base model to the character screen (equipped items don't reflect playership yet)
Added checksum calculation to custom maps
Moved editor size and seed from game setup to terrain generator
Disconnect on checksum mismatch
Updated Elvis special move, rigidbody settings
Added refresh to spawn handler context menu
Added parallax occlusion mapping to highest terrain quality mode
Render overlay alpha channel as white
Switched biome paint preview to overlay
- Skill tree points are now capped at one per character level
Reduced rocket aimcone (more accurate now)
New human model source files
Merge from unit_selection_revamp
- Removed Screenshot component from Player/Camera
- Tweaked PlayerCameraControls Zoom.MinDistance
merge from main (keeping my changes)
- Reworked the MenuUI to function as both Screen and Modal. The Menu is now shared between InGame and Menu GameStates
- Made GraphicsOptionsWidget handle option miniupulation direclty through script, less reliance on prefab-vulnerable event setup crap
- PlayerBuildingControls now allows for indepedant position and rotation control (click to confirm position, then rotate using the mouse and click again to confirm)
- Improved handling of mutli-select and rect select, exposed states to other systems in order to avoid input conflicts
- Fixed Wall creation not working
- Added Obstacle component to spiked wall building prefab
- Added Debug section to GameOptions
- Renamed unit_so_test scene to greenbox
- Nuked some old terrain assets