255,536 Commits over 3,990 Days - 2.67cph!
Fixed incorect foundation.steps.collision orientation (twig)
Wood accurate collision models
Road stuff -- Shit though!?
Metal ore decal/impact FX
Rock decal/impact FX
- Exit portal now get's spawned at the player's location when a mission is completed, taking them back to town.
- Level/mission generator script now makes itself the DunGen root object for the level
- Added a enemy spawn percentage slider to LevelBuilder to control how many of the spawn locations get selected. (short-term)
- Objective tracker UI now gets spanwed as part of the InitLevel bootstrap
- Mission generator now adds mission items to the UI tracker at runtime, so the mission arrows now correctly point at the right things!
- Refactored more of the tracker UI
- Enemies now do one floor test on start of level to set their position without moving
- Disabled the mission generating sound effect as it's too annoying even for placeholder
- HACK: Enemy ships take the fly above floor value from the playership. Need to remove this when we use the floor collision component.
FOR FUCK SAKE basic factory room prefab with spawners
Fixed rivers not using new shader on standalone build
Fixed saving water materials in editor every time quality was changed
General water local reflection tweaks aimed at gap reduction
new footstep impact effects for animals - snow/sand.
Fixed GoToSmartObject.cs
StandNear/SleepHere/SitByFire DSEs include distance considerations again
Enabled server side collider batching by default
Merge from building_colliders_2
Fixes for nested deploy volumes
More accurate deploy volumes for triangle foundations, triangle floors and foundation steps
Twig tier accurate collisions models
texturing court planes on lava court
working on texturing inner rocks to lava court platforms
New grenade explosion effect
Added match over state / fixed transitions after games and matches
Upping chest texture res slightly (too muddy)
* GitSync
* Added menu_cleanupgmas
Adding the jack o lanterns to the misc loot table
flipped UV's on outer court flowmap, added court wear to court plane 2 (broken on 1 for now)
FOR FUCK SAKE town with quick area collision
FOR FUCK SAKE camera fog to preview in editor
FOR FUCK SAKE camera height fog. Now offseting with player height
- Enemy spawn pack SO added to destroy mission type
Can skip intro
Switched HUD controller
- Added a right stick click graphic to minimap UI
- Removed old, unused gameplay UI prefab
- Split controls and welcome panels up. Control panel is always visible in town.
Enabled Hunting again on Hunting branch.
Merged latest from Main yet again.
Disabled hunting on main.
Merged from Hunting branch, to bring ActionChainData direction to Main.