113,820 Commits over 3,959 Days - 1.20cph!
Set dressing harbor2 progress
vertex painting grounds progress
Deploy speed change is now represented on third person model via new ModifierSpeedController on the deploy state
Experimenting with a tea that doubles speed of weapon deploy animation
Currently only displaying on the viewmodel animations, not the third person model
Added an auto smelt tea, automatically smelts metal/high quality metal/sulfur ore in the players main inventory into the their respective smelted forms every 5s.
Will stop if inventory is full (so you don't leave a trail of smelted ore while travelling)
Initial work on two more oven types
Added loot panel scene to the scene list
Added a health regen tea, slowly heals the player by 1hp/s if they are not in combat (not been attacked/attacked something else for 15s) and have greater than 0 food and water
Cooking pot loot panel + bits and pieces.
Add explosive sense tea, shows an arc and blast radius when throwing explosives
The arc terminates at the first collision, so it won't be 100% accurate due to bounces, rolling, etc
The arc only appears while holding down the throw button
Only hooked up on the F1 grenade for now
Fixed "Can't remove RawImage (Script) because SoftMaskable (Script) depends on it."
- Removed SoftMask from attack heli small monitor UI
- Removed SoftMask package (no longer used anywhere)
Finalized metals & distance scaling.
Fixed magazine displaying ammo count
Set dressing harbor2 progress
material tweaks and prop prefab variants
Initial commit. Don't get too excited. You won't like it :)
WIP rigidbody arc visualisation
Implemented a tea that doubles the speed of recycling
Fixed a bunch of issues with the sense particles, they now work in world space and don't break with motion vectors
Added colliders to the truck model
Cherry pick
88565 from tutorial_island (show proper tree materials/meshes via gizmos)
Fixed craft speed tea increasing duration rather than decreasing
Fixed NoZTest particle shader to use the colour applied to the particle system
First pass on a tea to sense animals through solid surfaces
Enables a particle system with ZTest disabled if player is within 50m, currently only added to wolf prefab
Add crafting speed tea, increases crafting time by 50% for the duration
New guide mesh with no campfire
Updated guide mesh, colliders etc
Added an underwater breathing tea
Deploy cooking pot on campfire socket
Fix NRE in SendUpdatedInventory
Metal impacts with new atlases.
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scene backup and S2P for testing
removing ground grass decal
Zipline platforms LODs, colliders and prefabs cleanup