257,432 Commits over 4,018 Days - 2.67cph!
Warn + fix if loading a save with duplicate entity ids
added dylan's new lava flowing effect to lava court, working on lava lines texture, tweaked lava court texture to be more visible
Enabled prefab preprocessing warmup by default
- Entity animations can now play sounds on activate/deactivate
-EntityAnimationToggleActive now has option to make any child BaseEntityes aware of the player on activation (defaulted to true)
-BaseEntities no longer de-aggro when out of range. Might need to revert this.
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Invalidate network cache properly on looting
server.save does a clean save (wipes save cache before saving)
Added exclude filter to warmup
Removed emissive material from keylock
Fixed campfire line of sight check
Added unity graphics interface support
Fixed potential NREs in RPC_Server
- Boozeburner max speed reduced to 280 from 300
- BB flamethrower first use cooldown is now varied by Cooldown + (0-Cooldown)
- Booze burner flamethrower now inherits velocity from ship
- BB flamethrower now fires in bursts even when not in attack range of the player (but needs to be aware of player)
- Gamepad vibration is now cleared on player death
Minor stability tweaks and fixes
When placing a block, update the surrounding blocks
Twig and sheet metal col extra detail
- Boozeburner's flamethrower now damages the player. Massively OP
Build server compile using unity 5.2.1p3
- Rotor/mixers now has a 50% chance to spin the other way ;)
- Added a shared, minimum cooldown of at least 15 seconds between enemy taunts, across all enemies.
tundra impact decal/effect
new beancan grenade explosion effect
tweaked beancan grenade fuse effect
Regex urls
Templating system
Simplified MySQL
OnValidate error if LightEx intensity modulation is used with LightLOD intensity fade
- Enemy healing beams now charge up each heal over HPS seconds and then modify health every whole.
- Enemy healing beams now heal for 1 health per second
Legacy LightEx version (backwards compatibility of existing prefabs)
- Fixed order of enemy abilities in manager
- Enemies no longer reset to start position when a long way from home
- Setup EnemyAbilityManager again
- Enemies now have a 10% chance of spawning with one of the special abilities (currently just shield or heal)
- Added enemy ability manager to init bootstrap
Fixed LightEx interfering with light fade in / fade out
- Enemies now only aggro the player if they have clear LOS to the player (and in range)
Only update collider parameters in ConstructionCollision if changes have been detected