198,874 Commits over 4,140 Days - 2.00cph!
finished texturing lava court surface, tweaked court shader, changed lighting and fog colours, changed material colours. added lava to court lines
Changed shot powers
Updated Mavis anim controller / config
New bars
Chicken meat worldmodel uses the right meshes/mats
Added ACT_HL2MP_SWIM_IDLE & ACT_HL2MP_SWIM to Lua
Updated bone_setup.cpp
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Keylock uses the keylock model
Pass on building blocks prefabs, collision override setup
Stairs collisions tweaks
- Ability icons now fade out darker when recharging
- Set ability cooldowns to 15 second as initial test value
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FOR FUCK SAKE factory prefab room with light/ fix some floating pipes
Purged some more invalid effect GUIDs
Possible weird fix for stag_footstep meta
Armored metal tier accurate collisions models
Fixed external stone gate skin LOD references
Fixed external wood gate damage effect reference
- The distance of BaseMovement's FloorCheck can be overriden
- Increased the distance of Initial placement floor check of enemies
- Fixed impact audio effects not playing when the projectile is set to pierce
- More placeholder audio stuff
FOR FUCK SAKE factory room
!A small pipe variation for slope
Fixed client not updating building block grade / protection properties on initialize
- Explosion sound effects are now 3D
- Deleted unused script
- Loot table changes for enemies (removed old item drops)
- Enabled timeslow shield for testing, tweaked it some
- More placeholder audio
- Bug fixes
Updated Igor Volley shots
- Level generator now sets the public Seed value to the chosen seed if using a random seed
- More placeholder audio
Fixed client not updating building block grade / protection properties post network update
Fixed more damage trigger effect references
- Enabled BuzzSaw ability for testing
- Buzz Saw now does 5 damage in each direction, so 10 total if you manage hit stuff on the way out and back in
- Buzz saw is larger
- Buzz saw travels faster
- Increased the aware distance of enemies
- Projectiles take their damage from their prefabs again, no longer forced to 1 in code (most still have a value of 1 though)
- Effects object pooler now creates new objects if none available to recycle
- Reduced length of Factory1
Updated shot selection method
Sheet metal tier accurate collisions models
Fixed bug in DepositItem after merging actions.
Stone tier accurate collisions models
Meta files
- Increased movement speed of Booze Burner
- Reduced health of enemies
Fixed incorect foundation.steps.collision orientation (twig)
Wood accurate collision models
Road stuff -- Shit though!?
Metal ore decal/impact FX
Rock decal/impact FX
- Exit portal now get's spawned at the player's location when a mission is completed, taking them back to town.
- Level/mission generator script now makes itself the DunGen root object for the level
- Added a enemy spawn percentage slider to LevelBuilder to control how many of the spawn locations get selected. (short-term)
- Objective tracker UI now gets spanwed as part of the InitLevel bootstrap
- Mission generator now adds mission items to the UI tracker at runtime, so the mission arrows now correctly point at the right things!
- Refactored more of the tracker UI
- Enemies now do one floor test on start of level to set their position without moving
- Disabled the mission generating sound effect as it's too annoying even for placeholder
- HACK: Enemy ships take the fly above floor value from the playership. Need to remove this when we use the floor collision component.