200,280 Commits over 4,140 Days - 2.02cph!
added shadow mesh to cc max
- Stats cleanup, default values
Removed sv_voicecodec
Defaulted sv_parallel_sendsnapshot to 0
Bumped up steam.inf version
Automated Linux Build #210
Automated Windows Build #210
TENN-15 - Lod added to character fbx
Lion-El - Lod added to character fbx
updates to character rig source files
Automated Linux DS Build #210
- Ability cooldowns can now be overrided to be modified by item modifiers
- Boost ability cooldown overriden to be modified by items
- Commenting to track which stats I've implemented
vm wood hammer - Made the deploy anim much longer with loads more spinning
updates to vm hammer source anims
Deactivated global fog in ocean and river
Water2 parity with Rust
added a pause where the player looks to the end of the go to walk followed by a shrug
added exhausted anim to exhausted state,
thinking about it while doing this checkin it probably both need Trigger Stop too
- Removed SECTR asset as it was never used
5.3.2p4
Skill value getter
Made Vitals editable in debug unit view
-grass doesn't appear if the in-game grass option is unticked at startup/the preset doesn't foresee it
Fixed Vertexlit Blended shader (just me being dumb)
Touched ocean and river shaders
Fix compilation error in Graphics Options\Water
Water2 parity with Before; minor changes
RCon think during loading
FOR FUCK SAKE spikey model/texture/mat
!A spikey part/texture/mat
!A spikey animation
FOR FUCK SAKE all spikey prefab/setup anim controller
Switched off DOF visualise!
Fixed transition issue
Updated change log
dungeons scenes backup
pipelines models, mats, textures, LODs, ready to place prefabs
Fixed focus shot on Mavis and Igor
- New enemy ability: Martyrdom
- Added a placeholder enemy bomb prefab, pulse effect, and explosions
Added Rcon.web - setting to true enables websocket rcon
- More stat modifier defines
- Added Collect Range stat and item modifier
- Increased damage range of bombs
- Improved the way items are sucked in
Switched LODs correctly on end game
- Items can now spawn gameplay items that get attached to the player and removed with item
tweaked the walking animations
added looking up /down animations for the character model
Remvoed ForgetOnInterrupt and CompleteAtEndOfChain flags from base behaviour data and code
Added Wait actions to sitting behaviours
Some un-used testing of popup data windows in editor
Fixed a wrapper name swap
Improved condition in Effect, I think
Fixed EnforceLimits deleting entities wrong