200,680 Commits over 4,171 Days - 2.00cph!
pushed league medal fix to steam cus it's crashing anyone in the top 10 now I'm gold 3
Fixing compilation errors is fun when your editor isn't working
Kill feed entries stay visible for 30 up from 20 seconds before fading
update kill feed anim
tweak explosion decal
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tweak unit panel transparency
tweak explosion decals
fixed bug with salvaged icepick disappearing FINALLY
merging vm cleanup work and new arm mesh
Added debug.log convar to toggle log output
Fixed movement path highlights being visible in attack range mode
tweaked material values and colours on hair materials, wip female variant of hairstyle 1
added temp icons for female hair prefabs
Fixed more shadow bias shenanigans
Cherry picked blend4 shader changes and rust/std cleanup, because yolo
Fixed rust/std particle accum layer normal space
Added triplanar sampling shader api
Touched all rust/std shaders, because unity
Moved a door in the new gang building. Two doors had overlapping interaction areas which would sometimes cause the wrong one to interact.
Leage panel unicode setup
adding rank icon font
tweak ui
Added missing #SERVER flag to cellphone
planters rarity tier 1
ceiling light rarity tier 1
guitar rarity tier 1
water purifier default
stone spear default blueprint
checking in rank icon stuff
League icons work, cleanup prefab, code.
Fixed door damage bug on client
More league entry panel UI cleanup
Moved medal code out of UILeagueEntry and into a new UILeagueMedal.
PanelLeageEntry prefab now has an instance of UILeageMedal.
UILeageuEntry inits it's UILeageMedal
added ColorNormal and ColorHighlighted to UILeagueEntry, local player's entry get's set to highlighted
Fix NRE on client when new players spawn into gang building, due to sync delays. Also set gang colours on gang spawn lots
Fixed RPC ordering issue causing gang drug sell zones to not show up anymore
Removed hole cutters on boarded windows since I kept getting invisibly shot through them
Moved mission payphone stuff into a sub-component of the mission manager
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Gang mission system initial commit
Refactored the mission system to support multiple players attempting the same mission. Gangs will be IMissionUsers (like players are for individual missions), with every member of the gang considered a mission runner.
Fixed some animation loop issues when crafting an item at a crafting table