202,197 Commits over 4,171 Days - 2.02cph!
Some WIP volume settings in the options menu
Exposed Music, Effects and UI volume control
Can mute or double the default volume for each volume control
Really early, basic, totally broken framework for a character class refactor.
cliff_03, cliff_03b models/prefabs
Lr300, Semi auto rifle, SMG, Bolt rifle - Updated to latest rig and arms, clean exports, rebuilt prefabs
A little more work on Crafting Station.
wip ChargeCombatAction and other charge stuff
Deleted Swapper unit files
Merge from main / Cherry pick from
22778 (Player model merge)
created Charger unit definition files (uses Grabber model prefab for now)
Added Charger prefab, generated portraits
sebov merge this if you want to setup isLookingAround bool in your walking around
Added height limit
Fixed mission list update on join mission
Updated menu
Fixed line finding tile bug
Fixed charger issue
Fixed range finding issue
replacing slasher , adding model/mat/texture
Switched EAC launcher to the new minimal official one (easier to debug for them, less fucking around for us)
updated bolt deploy anim export
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tweaked walk/jog animations
added 3rd person waterbucket animations
added 3rd person camera animation
updated weapon override controllers
Improved adaptive shadow bias to scale according to texel-to-world ratio instead of distance
Touched all relevant shaders
Fixed flashlight attachment showing gun shadow all over the place
EAC launcher fixes (needs x86 lib)
Cherry pick from
22121 (Blank hair prefabs)
Ice lake LOD/COL/prefabs
Scene fixes
can look around on mountable with clamped angles
Basic first pass on better item placement logic
Working on a glorious (or equally likely terrible) new character refactor that will unify the network types and bring balance to the force.
Too many classes. Trying something else.
More item placement stuff (chalk material, colour changes, better cancel placement)
Working on character refactor idea
Added IsAlly. Technically this one could be CharacterServer only, but it doesn't need to be (the data is available on all).
More item placement stuff, reverted to command generation method that I accidentally broke earlier
Some more trap logic
Added an IsPlaced field to Item so we can tell if an item is placed (not carried, but also not dropped)
Disabled transform renaming on contextual hint - should fix the hint prefab always being marked as changed
hippo + human looking around anims
Smelting has a success chance.
Smelting stats for the different ores.
Coal fueled blast furnace for higher end smelting (hotter temperature)
Fuel fixes.
squad editor unit list now defaults to the grid view again, now we have more units.
disabled the map type / unit type category selections
removed the mouse input option