252,909 Commits over 3,990 Days - 2.64cph!
Increase voice limit for viewmodels a tiny bit
- Fixed an issue with ZoneSeasons being unable to access season information (list of seasons is now stored in ZoneSeasons instead of via an accessor in Biome)
- FloraGroup now grabs materials from its prefab list during Zone startup
- GameManager makes sure Timescale is 1 on Awake (avoids a rare case of timescale being 0 after editor crash)
- TOD settings tweaks
- Camera PP updates
- Ocean shader + prefab tweaks
Locking Input a bit better. Done some snim stuff too.
Some final improvements to the implementation of Effect Action.
Re-exported all cliff assets with "b" variants (fipped with opposite ground mesh removed to reduce issues with navmesh baking)
Moved elephant grass to TreesSource
Removed the locks that were part of our door textures
keypad pivot reorient
door prefabs keylock repositioning
door models tweaks
adding keylock models/textures
FOR FUCK SAKE main shader with metalness/gloss/ao map contro,l and effect for states
Allow chatting while spectating
Fog. Forestside spawn table.
- Loot is now hoovered up when in range
Fixed bridges sometimes spawning underwater
Added level info to procedural map
Made test prefab mountain less shitty
Removed bush type 3 from the procedural map (source no longer exists)
- Increased size of placeholder loot model
- Clicking left stick now shows the names for all dropped loot items, if they've timed out and hidden.
- Increased size of loot crates
- Loot items now have larger name text and the text colour matches the item's quality
- Pressing R on the character select screen now wipes all save slots and reloads the scene (for dev)
Fixed cached menu not updating disabled status (to main)
Fixed cached menu not updating disabled status
someone complaind that the animals looked like they were just spooged on.. I fixed that.
can't upgrade building blocks under attack
re-added consumption sound effects
Explosives now have a minimum damage distance (grenades are more effective)
viewmodels are snappier when aiming down the sight (better combat)
ironsight fixes for various firearms
changes to the ironsighting script to allow it to blend smoother between non-ADS and ADS
Wood yield scaled with tree size. 15% bonus on arctic ones.
Removed spec from tree billboards for real. Synched some inter-species tree colors. More rocks.
- FloraGroup material operations are now fired by ZoneSeasons on init, materials get copied and assigned per zone.
- Tweaked Before/Water shader a bit (opaque for now because fuck you fog bug)
- Updated tree prefabs with FloraPrefab component
- TOD tweaks
tone down the specular on the horse hair so it doesnt look like it's auditioning for a shampoo commercial
Per gameobject audio voice count limiting
animations for the beancan grenade view model
added sound and special fx as well