248,547 Commits over 3,928 Days - 2.64cph!
Don't run triggers on clientside entities
Check that baseProtection is valid before trying to use it
TriggerHurt now takes a Damage Type
Fixed animals thinking clientside
Fixed some clothes not having protection properties
Fixed animals not having protection properties
Changed how GameManifest holds ProtectionProperties
tweaked lighting in wild west unity scene, added spikes to cactus and 50% on texture
More WIP on replay system - now a manager to hold all effect events
Post-build deployment, GUID: 575b211a-823b-4b9c-819d-435b006ed8b4
updated jacket materials
added protection values to clothes
Fixed graph and console visibility state not being remembered.
Post-build deployment, GUID: 919916de-004b-4683-b345-6131609686f8
Documentation updated during deployment build 919916de-004b-4683-b345-6131609686f8.
Documentation updated during deployment build 919916de-004b-4683-b345-6131609686f8.
Added ability to set RectF.Width / RectF.Height.
Post-build deployment, GUID: b96779ec-fd7f-4c1f-9f5a-906e58f3c14a
Documentation updated during deployment build b96779ec-fd7f-4c1f-9f5a-906e58f3c14a.
Documentation updated during deployment build b96779ec-fd7f-4c1f-9f5a-906e58f3c14a.
Locomotion is now a lower animal function.
New demos to fix invalid texture coordinates in previous recordings.
Improved efficiency of rendering multiple Text primitives with the same character data.
[mazing] Fixed case where the game would attempt to load non-existent levels.
Download icons slower (if your internet connection suuucks)
Time of Day update to 2.3.3 prerelease 3
DamageProtection becomes ProtectionProperties
Added ProtectionProperties assets for clothes and buildings
Fixed some clothing not having colliders
Fixed some clothing materials using the wrong shader
Changed how sprite UVs are serialized / deserialized to reduce bandwidth in cases where sprite atlases are larger than 256x256.
Tweaked sprite atlas generation so that sprites are aligned to 4x4 pixel blocks.
Reduced terrain checksum spam
Updated water to latest version
Enabled solid ground color in reflection cubemap and ambient light
tweaked ambient light and other material colours to make scene look less orange and more natural
Recorded some new demos since the texture coordinates are invalid in the old ones.
Removed _another_ sneaky `Test` exception from Mazing.
Areas outside of the sprite atlas are now transparent.
Optimized builfing block health networking
Fixed NRE when using shotgun
Fixed player networking queue not actually queuing
Corruption persistence tweaks.
Some cleanup for the new sprite packing algorithm.
New sprite packing algorithm.
brightened up rock lightmaps (switched to add instead of multiply to try to make the blues less green), darkened main light intensity from 0.5 to 0.4. Added sinwave timer back on to court to art-test
Disco flare fix for the testlevel.
eating animations for boar / stag / bear / wolf
Fixed a bunch of warnings
Fixed all the whack tree LODs. More ground texture wips.
[block_party] re-did player sprite
Clothing protection values
building protection values and health balance
fixed grade damage assignment on default spawn
[block_party] squid block laser no longer goes through blocks
Improved how AISense detects corpses.
BaseAnimal no longer hides it's public properties under a server CC flag.