258,108 Commits over 4,018 Days - 2.68cph!
- Made bee grenade deployable larger to try and prefvent clipping under ground
- Ensure bee master swarm doesnt immediately appear
- Fix burny bees again (fire effects were set to play on awake)
Can no longer stick the bee grenade
Change bee grenade item sfx
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Translate 'XP' on nucleus info panel
Update SpriteTools + fix generation error
if we have a planter and a player then don't splash the player. This preserves the old watering behaviour whilst allowing players to be splashed (for bees or other things)
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Added achievement art
Update all obsolete code
Made master bee swarm a bit easier to set on fire
Update messages sent and messages received on connection for dedicated server as well
Ensure new particles support sub emitters again
Ensure menu spawned nucleus have instance data set
Modified Foraging skill and made wheat no longer spawn naturally
Bridge Place sound
Dirt Tiles no longer dissipate when occupied by a crop.
Implemented GrowingCrop turning into a different tile at max growth and GrowingCrop.DropsToAdd if no alternate tile chosen
Added CraftingTime to Bread
Fix water layering
Balanced Stamina/Health gain from foods
Fix CraftingStations not always taking items when split across inventories (letting you infinitely craft without losing the items)
Items picked up with the Direct To Storage skill will try to place in an inventory that already has the item instead of the first it can find
Balance some crafting recipes
Inventory no longer sends tools to chests with Direct To Storage skill
Consumable prefabs now use the proper values from the Item Resource
More CraftingStation + Inventory cleanup to better support items in multiple containers
v_m700: use Shared_Deploy_Rifle
Ensured Grade 1-3 is displaye don the nucleus info panel even if it has 0 xp
Improved reliability of temperature score on beehive
FPArms: add Shared_Deploy_Rifle
trumpet tree material tweaks
Terrain4 tweaks / jungle ground color overlays
CompleteLink -> CompleteLinkTraversal
CompleteLink -> CompleteLinkTraversal
elite runner
tree
spawn starting enemies instantly
dont network decals, particles
tweak tree damage flash material
coin sizes/colors
Fix MP5 holdtype, add third person reloads
Emit LinkEntered / LinkExited events on the NavMeshLink component
Don't trace for ground when manually traversing links
Pass recipient SteamId from native to managed OnSessionFailed. Update debug log to show that connection if we can find it, or just log the steam id if we can't
Replace DDrawer :: text with icons
Spawnmenu drawers scale the category list
So that when the drawer(s) are open the bottom categories are not hidden behind the drawer
Fixed scrollbar parent resizing not adjusting scrollbar grip posiiton
Revert "Merged some anti usercmd abuse stuff from TF2 SDK"
Causes weird issues around the game
Fixed CRopeKeyframe having huge serverside bounds when not attached
it was adding (0 0 0) (or really, the offset point) as world coordinates to include in the bounding box
Fixed trigger_remove.OnRemove not working at all
Get MessagesReceived working for Connections so it displays in status properly - to help debug an issue
ViewModel: Apply animation transform from "camera" bone to main camera
Weapons can respond to a player's death
Hand grenade drops on death if we're cooking
LongJump cancels out pitch
Fixed orientation issues with the jar impact splatter.
Added honey splat and more directionality.
Removed FX offset because RNG rotation on projectile.
Revert "Fix NRE in CycleSpawnCameras()"
This reverts commit ed750a98a896710239f4b9a307af1b94a16c8051.
concrete_castinsitu_a color tweak
Add Agent.AutoTraverseLink & Agent.CompleteLink API