199,328 Commits over 4,140 Days - 2.01cph!
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
SquadDatabase now deletes any previous version, player-made squads at startup
Made new squads using the new units for next playtest
SquadVersion++
Only highlight friendly unit tile selection highlighters
Fixed crash issues with vehicle radars
Removed mesh collider from tile highlights
Enabled grass shadow casting by default (gfx menu toggle soon)
Added custom shadow path to foliage shader
Added foliage shader ability to override shadow bias, shadow intensity and shadow alpha LOD bias
Tweaked overgrowth material
Reworked the way Squad saving is handled. Removed the Save button, squads are now auto saved when changing maps or exiting. Invalid/incomplete squads trigger a warning display and block exit
cliff_01, cliff_01b models/prefabs
Reworked exit handling in squad editor. Hid the exit button, pressing escape at the map panel exits sqad editor, hitting escape when editing a squad shows the map panel
Foundation floor shadow fix
Cherry picked foundation shadow mesh fix
Units dropped by the player to remove from the Squad now explode
fixed clipping on big cleaver, longsword and mace attack at 85 fov
fixed issue with pickaxe attack hit anim