255,024 Commits over 3,990 Days - 2.66cph!
Fixed some UI bugs. Added Gamma fix for UI.
Break Panel:Paste until we figure out what to do with it.
Removed rackets from controller, now defined in config file per character
Added profiler samples to VariableReference
- Anythign with CameraPull script attached is now considered by the camera
Reduced VitalNote.Update dynamic memory allocations
Added profiler samples to Sound.Update
Removed all dynamic memory allocations from Sound.Update
- Entity animation states can now be customised and have a default set and states customised via inspector
- Made a room template with a gate that gets closed when entering and opens when all turrets are destroyed
fixed potential NRE in agent+stats
Fixed incorrect effect assignment in Action.ExecuteBreedingGroup asset
- Made a placeholder pipes-gate opening/closing animation
- New pipes gate prefab
- Set up pipes gate animation controller to use the state setup for the animation trigger code
Re-assigned missing textures. Updated ApeTex_d.
Anti-bush topo around campfires.
Savas splats and topo. Hut entrance ramps don't hinder movement.
Savas: New loot tables from scratch, with unique crate textures. Food town is now Bullet Farm. Furnace and campfire outposts added. Airdrop frequency adjusted.
* GitSync
* Idiot proofed Vehicle.SetVehicleParams ( Removed stuff that would crash the server )
lodded lantern particles.
Common base for non data objects
removed some of the warning messages on the viewmodels.
Fixed missing stone pickaxe effects
Fixed rock effects folder having the wrong name
Lodded campfire particles.
Fixed stone hatchet "missing effect" warnings
Toned down stone hatchet screen shake (in line with metal hatchet)
Fixed quarry particle effect performance issues and added particle LODs
C++ comments to C# code generation
breath doesn't show up in the pitch black now.
fixed some issues with the player's eyes facing wrong direction during some animations