200,687 Commits over 4,171 Days - 2.00cph!
cleaned up damage calculations, moved to CombatUtility class
udpated crit calc multiplier (increased by 0.2 from 1.2 to 1.4)
renamed baseCombatEntity.CriticalDamageRating and related members to Ferocity
added Ferocity and Resilience stats to ItemStatsProperties
fixed ItemStatsPropertiesEditor not showing new fields
fixed bad item stats editor labels
Added network extrapolation smoothing
Increased default network extrapolation time
Missing stats on trinkets and rings.
Necklaces, stats & sounds.
Manifest.
Item fixes.
New icons.
Manifest.
Less ridiculous shader wind settings
Less dull reds (fire) in storm post
Item fix.
-Added game mode reference to NetworkPeer.
- Added an ownable buildings switch to game mode config.
- Extra null checks in buildings that seem to be needed for my big King Of The Hill building to load correctly.
deleted a bunch of chroma shit
added HWColour static class as a wrapper for hardware colouring.
keyboard colour now changes to current player's team colour during matches.
added in-game option to toggle razer keyboard colouring
New weapon & shield setup stuff
Manifest
King Of The Hill building final
Starting gear changes.
Weather sound test.
Rusty equipment is properly trash-tier.
Merge basic game modes implementation into Main. It's not complete but it's stable enough and there are already lots of changes.
King Of The Hill mode work
It's just a big cylinder TBH
WIP logo customisation stuff/tweaked logo random parameter
Fixed fireball FX.
Fireball balance tweak.
short material and fuzz updates
WiseGuys Tools option to turn editor bonus inventory items on and off
interactive garage door / wheel end
Fixed people being stuck when trying to perform NextInteraction
Fixed projectile particle systems no longer playing after being pooled
Run FileSystem_Warmup on dedicated servers
SmartObject.OnSmartBehaviourCompleted checks matching SmartSubscription.SmartObject
Added a bunch of conditional logging to ActionChain, gated by BeforeDebug.AI_ActionChainLogs
Added entity and entindex to the "Changing collision rules within a callback is likely to cause crashes!" error message
NRE logging fixes, ActionChain.Behaviour has CanBeNull attr
Fixed debug settings tab overriding ai debugger toggles
Fixed action chain logs being gated by additional flags
wip reworking of career generation stuff to allow for better balancing.
can now hold shift when clicking on create career (in editor) and it'll let you skip entering a team and manager name.
quick go at a new unit cost generation algo