256,044 Commits over 3,990 Days - 2.67cph!
Making guid is empty is an error
Wood high gate cost as much as the wood high wall (800->1000)
Re-implemented Stone gate
Clear the bust flag on doors on first run, incase it was saved
Fixed doors stuck as busy after server restart
- Branching for first half of Save system rework. Changed a lot of things as part of it. Probably broke some stuff
Images for blog and new concept sketches.
Fixed shutters taking slash damage
Updated loot table (missing pork)
Fixed NestedEditorDrawer errors
added deuce_level_select_screens folder with images
Metal and stone foundation.steps hollow
Updates to bone club vm source anims
Added throw source
Extended idle re-named as rare idle
Satellite Dish prefab update
changed the spear animations so they strike the target sooner.
bone knife & eoka no longer fill up the uncommon spawn table (now common)
mace, longsword, large cleaver now uncommon instead of rare
salvaged sword common
higher chance for usable weapons/tools in radtowns
drastically reduced ammo found with weapons in radtowns
door health/armor balance
sheet metal door cheaper
stone spear once again takes wooden spear instead of 300 wood to craft
broken items can be researched, albeit at huge risk for destruction
item condition inversely reduces research chance by 50% instead of 100%
actually fixed infinite 556 ammo
firearms found in radtowns/barrels spawn with zero or almost zero condition
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groundwatch can specify layers (no more floating turrets)
New landmine explosion.
New Incendiary rocket explosion.
weapons used as crafting ingredients unload all of their ammo before being used up
StatCollectionSettingsEditor
Added Sleep Need and linkers for energy and hunger
Added Need For Sleep consideration
People eat people.
- Removed turret spawn script from FloorHatchA prefab and rebuilt prefabs to fix fuckup
fixed AK recoil being almost non existant, back to old levels
- Fixed bug with missions that don't require level generation to not track mission correctly.
Generating all basic LODS seperately.
campfire, furnace, small stash no longer deployable in water
Fix for double bounce prediction
autoturret no longer stops firing when you crouch super close to it
autoturret lines barrel up to target more accurately
Standard ball modifier now handles the bounce
Switched back to Igor in game scene
- More turret tidyup/purge/breaking
- Phase1 of turret cleanup/rework:
- Made the three types of turrets in TT boss fight their own prefabs so they never get fucked
- Fixed some stuff in TT boss fight
- TT mission is fucked and can't debug it
Added meat items data and assets
Renamed GoToDistance > GoToEntity, checks destination against target position in RunImplementation (acts as a Follow Action)
Added HarvestFromCorpse Interaction (doesnt use iPositions like the standard HarvestFood)
Added DeerCorpse Resource
Fixed some editor errors
Fixed shutter lock proper