199,192 Commits over 4,140 Days - 2.00cph!
Increased range that weapons can be picked up at
created new resolution roads and hex system and exportede
added exhausted and idle triggers to bear and deer
added new city blocks to new scene and combined to make test city
Updated city scene
Changed mission queue layout
Updated inputs
human anims setup to take injured and exhausted
Added code generation for StatsComponent+Properties
made buildings lower, tidied up hex blocks and added to scene. added fog and lighting
Added auto-generation of stat getter methods that should support caching
actual fix for the sloth (had forgotten to put body in the mesh name)
Updated paint mode scene lighting
latest art changes to human deer bear and some huts
added sloth
updates to vm source files
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Made everything use the new get methods and properties associated with stats
Starting values for stats set in OptionsManager are now correctly set for player's tribe
Tweaked water / landmass ratio
Building Structure - Sewage tanks models/LODs/COLs/Prefab
WTP scene updates
Trainyard building LOD wrong material fix
vertex normal fixes, collision improvements
WTP Scene dressing update
Death screen: bear.prefab -> bear
this was changed.. might be important
removed accidental modifiers on exiting exhausted and injured conditions
Some tweaks to pigeon nest structure models/prefab
fixed sandbag barricade (prop version) never culling in dungeons
- Project upgraded to 5.3.5
- Temp ability pickup UI, fixed errors from ability pickups.
- Abilities drop 100% from crates for testing
- No longer start with a random ability
- Crates now have a 50/50 chance to spawn a weapon or an ability pickup
- Ability pickups are now correctly equipped
Cleaned up and improved debug spawning and component listing
Fixed Action.AddEffect being shit
Ration floating box: fbx, lods, col, textures and materials