252,647 Commits over 3,990 Days - 2.64cph!
Reduced powerline topology radius
Added palms to warm beaches
Added delay to serve bar visibility
Can now transition out of serve early - anim controller dependant
Fixed roadside, riverside and powerline objects not applying their terrain modifiers and anchors
-fixed Shoot function to work (ie. provides correct velocity for the arrow to reach the target.
-added a Shoot2 function, which instead finds the shooting angle from a fixed velocity (ie. fully pulled bow). Doesn't quite work if there are big height differences yet.
Stopped player moving through net
Updated code for showing Mavis Racket
Added hit tags to Mavis anim controller
Disabled smooth LOD transitions on certain close-range decor
added landmine
added minor grass displacement to traps
traps no longer show health
protocol++
bone club resource harvesting balance
fixed some errors on the bone club
torch has slightly more durability when hitting things (8 hits instead of 5)
rock no longer loses condition when harvesting flesh
bone knife range increased
added bone club
added riot helmet - not as good against bullets but great against melee
torch does bonus damage when on, but destroys quickly
shotgun slug is more accurate
coffee can helmet cost reduced
increased quarry audio range
protocol++
halved ore yield
increased ore spawns
waterpipe shotgun default blueprint
removed arm random scaling (fixes weird hold positions)
Lower bush density on beaches
Added dirt to arid biome splat mapping
Spawning items on selection.
Updated logos
removed unused prefab
added max files for new forcefield
Missing landmine meta file
Merge from procgen9
Network++
Save++
Reduced minimum angle for cliff topology
Added run tag to controllers
Exposed accel values and ability to switch between code driven and anim driven translations in config script
Tweaked amount of water / lakes
Always yield one frame after processing one patch in grass and decor spawning
Replaced bloom image effect with a custom fork of it that doesn't blur everything
Reverted change 9046 because it's a silly approach (we should switch out floor meshes conditionally instead of creating / destroying objects)
-removed offending comment
-some self-help comments whilst reading up on the decisionmaker code
Arrow shooting test scene, scripts and asset
Character material balance, FE and in-game. Reduced
Building conditional model placeholders disappear when conditional models spawn
Remove shield at start of next point
Added extra UI camera, switched transition
Added soundcache to front end
fixed the positioning on some of the wapons so they sit in the hand better when viewed from 3rd person
made some tweaks to the 3rd person attack anims for pickaxe