202,431 Commits over 4,171 Days - 2.02cph!
Fixed barrels spawning on top of each other. Removed _dm Savas version completely. (for now, it was never properly playable)
Fixed buildings not dropping gibs
Increased Savas silo loot respawn rate.
* Blocked one more malicous command ( Thanks Ley )
* Fixed FireBullets and Trace functions not erroring when not passed a table
* Added experimental version of Vehicle.SetVehicleParams( table )
* Fixed a problem or two with Vehicle.GetVehicleParams()
* GitSync
Screenshots location fix
Log colours
Extra Logging
Added an overlay bleeding test normal map.
Fixed removeowner talking about moderators
Fixed clothing not showing when player first enters pvs
Cleaning away usage of Awake, Start, OnEnable in entities
Cleaned up LODGrid.Instance testing
In "theory" ticking stat modifiers should work now, but will run some tests before I merge to main.
Offset loading when opening steam inventory
Tested tick modifier, looks like it works.
Fixed some minor bugs to the tick modifier system.
Ball target range can be increased
Camera height tracking can be disabled
Can now win deuce mode test game
Fixed standalone hangar reverb zone being a solid collider (preventing people from entering it)
- Spinning rotor blades in Pipes areas now hurt the player
- Moved player death/deletion code to a central place
- More whitebox level work
added new targets, with animations
updated shaderforge version. tweaked cloud city outer court colour
added new targets with animations. viewable in cloud city court
Added ParticleSystemLOD (set up on the large furnace as an example)
Fixed smoke particles immediately disappearing when the large furnace is toggled off
Renamed LODCull to MeshCull, LODObject to MeshLOD and LODContainer to RendererLOD
Fixed attachment networking fuckupz
Do warmup in coroutine so game stays responsive (kinda)
Shader variants wamup
Added particle quality slider to F2 menu
Updated trigger zones to handle new targets
Finally fixed the reload bug amongst others.
Renamed EntityBehaviour to NetworkEntityBehaviour
Fixed ALT head rotation offset fuckup
Some shit didn't get renamed.
Don't bother warming up effects in editor, we cool
added collision to target, added vertex colours so can set individual ring colour, tweaked hit anim
For for AI not responding