201,675 Commits over 4,171 Days - 2.01cph!
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Various building exploit fixes
Refresh batched collider after building block rotation
Performance UI widget and misc tweaks
FOR FUCK SAKE factory TileSet scene (collision/minimap pass not done yet)
Fixed race condition in dev req causing crashes
- Made a script tool to select all children of selected objects and deselect selected objects
Fixed freeze effect on point reset
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snow impact effects no longer look like tiny geysers in shadow.
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- Added RoomSpawner script which is responsible for spawning enemies from the mission's EnemyPack, up to a configurable cost, into the room
- The level generation seed is now passed to spawners too, so enemy type and spawn locations can be reproduced
Disable menu when reporter is open
- Objective waypoint arrow now pulses and scales
- Fixed another save/load bug
AI can break out of freeze special
- Enemies now do collision damage to player
Started switching to project/publickey system
blunt/stab/slash impact decals
Added "help us" text and steam ID collection to reporter
- Rooms now spawn loot crates
- Pressing M toggles sound
VicinityEffect improvements and EffectFX (yes really) groundwork
FOR FUCK SAKE factory TileSet scene with collision/minimap
- Added tool scripts for building prefabs from scene items
- Added PrefabLink scripts to the rooms in Factory tileset scene and linked to their prefabs
Fixed crappy pathfinding callback code
Workaround for interaction issue
Survey charge sounds, first pass
Bullet ricochet sounds, first pass
Construction and upgrade sounds, first pass
Salvage ice pick deploy sound polish
Super distant gunshot polish/consistency pass
Rock weapon strike sounds less like a land slide
Melee cloth impact sounds
resaved out flowmaps and lava court outer
Changed analytics: Shader level / GPU device
Oiljack LOD Atlasing (on L3)
Unlocked LionEL
Greyed out unselectable characters