252,726 Commits over 3,990 Days - 2.64cph!
Fixed another issue with LoadGameFromSubscene...
Disable Unity splash screen
Restoring unit_so_test terrain asset file that got corruped somehow
* Fixed Combine Helicopter, Floor Turret, Dropship & Gunship bleeding in multiplayer
* Increased env_projectedtexture max distance to
32768 in MP
* Fixed Stalkers leaving their beams after they are removed and not bleeding
Added property set copy/paste between SpeedTree materials
Destroy only the placeholder (instead of all child objects) when refreshing a TreeMesh
Re-add bush rustles
Add rustles to trees
Unit selection fix (anim controller "None" state being triggered properly when not unit selected or hovered)
Quick fix for selection projectors always showing.
- Downgraded back to 5.0.0f4
- Bound keys 1,2 and 3 to preset game speed controls (1x, 5x, 12x timescales)
- Player.Instance no longer self instantiates in the getter... (to solve isssues with Player being loaded in startup_scene)
- Added some timecontrol UI assets
slightly increased chance of wounded recovery
if you don't recover from being wounded you always die
can attack if head is above water
less gravity when first impacting water
better water-ledge-jump logic
Fixed some errors not getting reported
Fixed freeze in editor when pulling out sleeping bag/sign
Fixed text layout on signs being inconsistent
fixed crystals having 0 health and they now use ore protection values
balanced ammo crafting times to be arond 10-15 seconds
fixed the positioning of the guns so it doesnt look like the player is about to shoot his own hand off
Fixed player rendering distance
further fix for peeking head through rocks to place sleeping bags
grenade throw animation
bandage/syringe use self/use other animations implemented in third person
fixed minor bug with the 3rd person syringe anims
changed the 3rd person medical syringe animations so they match the bandage wrap anims
added animation for bandage wrapping other players for the view model / third person
Added ability to remove specular from terrain and terrain-blend shaders; zero spec = no spec
Added deferred shader override to Graphics Settings
Added first pass Mavis rig
- Fix for ZoneSeasons in-editor Update, season changes work properly now without occasional NREs
- ZoneEcology spawning disabled while methods are re-worked
Got in the basic Unet stuff and made a little test. Works fairly well.
Icons for barricades & camera
Added drill spaceship to wild west scene and animated. removed old files
Made transition from hit to run
concrete and sandbags barricades
NavAgentMoveRandom picks positions actually relative to the parent transform
Updated anim viewer scene with Igor
you can now jump out of water onto small ledges
Post-build deployment, GUID: 7fdb99c2-c7df-43da-9884-88a7c67a5e99
Set Igor scale back to 1 temporarily
Fixed ball trail issue on serve
Post-build deployment, GUID: b6af5d9a-3ba7-4afd-930f-cccbc3d7565f
Fixed NRE in ClientRPC
Fixed NRE in BaseNPC.OnAttacked
Fixed NRE in SetParent on server startup
Fixed NRE in EligibleForWounding
Ignore exceptions containing <RI.Hid>
Ignor exceptions containing RectTransform.set_anchorMin
Fixed NRE in SkinnedMeshCollider with eoka