256,019 Commits over 3,990 Days - 2.67cph!
Automated Windows Build #38
* Fixed gravity gun not calling OnFailedPhysGunPickup on any entity
* Fixed not being able to grab a Magnusson Device from Jalopy's back
* Fixed Japoly's radar and added multiplayer support
* Added ismatrix
* Entity.RestartGesture() is not serverside only ( It never did anything on client )
* Entity.SetWeaponModel()'s Weapon argument is now optional
* Added 2 new parameters for Entity.RestartGesture - autokill = true, addIfMissing = true
* Added a bunch new functions for gesture/layered sequence stuff
Resource deposits use a salted server seed for unique deposit positions (server.salt convar)
Fixed UI sounds not adhering to volume control (mainly pie menu clicks)
Fixed animal corpses not giving meat
Removed using UnityEditor.iOS.Xcode directive in FixedArray (hi ptrefall)
Increased spawn densities, more sticks should spawn in forests
Re-exported Owl character & anim set with updated hierarchy
Fixed NRE in DoLandingEffect/DoJumpStartEffect
Fixed client worlditem NRE
Removed vehicles and horse riding
Work on generating good SDF masks!
Disabled legacy deploy LOS test (was breaking shelf deployment)
Added vehicles and horse riding
wood door texture fixes (leftovers in AO map and diffuses)
Started collision change
Removed old shot selection method
Should fix "only legs"
Should fix not being able to build
Fixed supply signal not working (referencing plane by string)
Loot tables
Removed AK47
Updated phrases
- Deleted old floor_triggered_turret prefab and replaced with Floor_Hatch_Triggered (minus a turret child)
adding floor stones to temple court.
added temple stones to max, adding to scene
Sockets can choose whether or not to be monogamous
Entity links are initialized in InitShared and linked in PostInitShared
Stability uses stability entity links for robustness and predictability
- Removed all turrets from the Factory tileset and updated prefabs
moving sheves into the new deployable prefab folder
- TT_Laser can now specify how many times to warning flash before activating laser
- Made a laser script that raycasts to position and scale laser beams according to surroundings
- Made a quad laser turret and test scene
Fixed door knock effects being referenced by string
Doors aren't BuildingBlock derived
Fixed shutters etc not breaking when wall fell down
Added rig test anims for Owl
Fixed shutters not closing
Moved embrasures to own folder
Fixed embrasure placement gude using wrong model
Shelves models, LODs, Gibs, COL
Made Socket_Specific more explicit
Window bars crafted items
Fixed codelock using strings for effect prefabs
AA on rendered icons
Doors are craftable items
Added Elvis portrait anim + meta
Removed window bars / door from planner
Changed HUD offset
Updated configs
Compile debug+release together
Moving AmplifyColor back to ThirdParty
Test that referenced prefabs are in an asset bundle