244,546 Commits over 3,898 Days - 2.61cph!
Post-merge compilation fix
UVmix, splat and spec tweaks.
Protocol++ (network + save)
Undoing earlier texture change, since the crafty fix works
Protection properties work properly again
Fixed some warnings
Using the new parser for `GamePackager`.
Added some heightmap frequency randomization
Started work on game host program.
Added failsafe to PrefabPreProcess (error if trying to modify assets directly inside the editor)
checking in head 2 with morphs
- Added movement collision spheres to some enemies
- BaseEntities now check for collision with other entities
- Player can collide with enemies again at last (ooops)
- Deleted some old enemy prefabs
Added missing Spawnable component to loot barrels
Updated TENN blendHitController & avatar mask
Tweaked some monument terrain anchors and modifiers
TENN run north meta update
Added TENN avatar mask & blend hit test controller
Added TENN forehand & backhand anims
Split terrain height and splat extraction for SceneToPrefab scenes into two scripts
Added all monuments back in
Debug.Log() calls are now streamed together rather than using remoting for each individual call.
[zombies] less blood particles, bigger blood particles
Resizing some textures to see if that solves our compile issues
fixed reload times on smg and ar
balanced a few melee weapon gather rates
harvesting corpses should work properly now
revolver attack shake toned down
tone down the muzzle flashes on the ak47/thompson so it's not so blinding.
tone down the revolver attack animation;
Added per-splat UVMIX control; affects only legacy terrain shader, for now
Slightly reduced warp multiplier of swiss noise
Fixed some buggy shorelines
- BaseEntity can now call a delegate function on any listeners when it explodes
- Added a BaseEntityExplodedDelegate class that can be attached to a BaseEntity to receive a notification when it has exploded
- Added BowelBagExplodedDelegate which looks for other Bowel Bags in range when it explodes, and explodes those too
Widened roadside topology (to properly analyze all modified terrain and turn it into cliffs if required)
[zombies] bodies disappear over time, bodies cant get hit by bullets anymore
Fixed SceneToPrefab not removing itself after overriding the prefab
First pass at snow and wood footsteps
[zombies] tweaked the way soldiers evaluate shots based on their accuracy
bugfix for harvesting corpses
tweaked teh revolver fire animation so it doesnt kick as much while aiming
fixed revolver dryfire anim
Updated TENN-15 prefab / controller
added a blend to the dryfire animation so it doesn't snap noticably