255,856 Commits over 3,990 Days - 2.67cph!
F6 draws Box Colliders too
Add building object classes and updated editor to make use of them. Basic though.
- Dulled down the flash hit effect on TT
-currently idle WIP new camera, pushing to clear my laptop of it :) (uses quaternions, but aside is mostly our old camera, skyward look somewaht works, orbit-point is userselected and turns the camera towards it)
FindItem now subscribes the agent to the PickUp interaction on each found item. Addiitonally, RunImplementation checks that the agent is carrying all the items we are trying to find to ensure exection only continues when this is true (TODO: break the chain after a threshold of ticks)
Leave footprints even when crouching
Leave barefoot footprints when not wearing boots
- TT mission now ends correctly
Added keyboard controls
Switched splash screen
FileStorage, memory caching
- Added shaders to settings
Should fix the +-* thing proper
Updated RustBuilder, uses 5.2.2p1, formats version date using local time instead of UTC
Fixed rotating nodes in MusicBox, added some basic instructions
- Turretts typo fix in mission tracker
Some polish on the painting screen offsets for some signs
Vertex Alpha weighing on banner meshes for further use with disp shader
- Added anim event to launcher eject anim for when anim for camera shake
- Reduced size of TT's projectile
Fixed uiscale not working
Fixed SpawnHandler issues with World.Size 0 (TestPlane map)
- Moved the boss to the 2nd mission so people can try it out more easily
Reorganised city folders.
Fixed numpad keys changing graphics setting when typing in chat etc
FOR FUCK SAKE wall turret prefab and factory room with correct collision/minimap display
FOR FUCK SAKE boss room
!A model/animation
In-engine character renders.
Automated Linux DS Build #16
Water Impact VFX for all animals and player.
Hatchet, Stone hatchet, & Stone pickaxe are now throwable
changes to rock projectile
- Increased LootContainer's shield drop chance to 7%