244,474 Commits over 3,898 Days - 2.61cph!
Ambient stings & ambience volume tweaks
improved the blood particle effects
fixed a bunch of wm_ weapons not using the proper 3rd person hold type
- More trimming of BaseEntity
- More general refactoring
- Moved loot drop related code to a new LootDrop component
Added conditionRepairable to item defs
Added ResourceRef - to reference GameObjects in Resources but translate the reference to a name at runtime. Unity sux.
Placeholder explosion effect for goosey and alex to play with
Ball bounce check before starting ball modifier, changed player slide on moving to position code
Small terrain shader property changes; gui changes to match u5a22
Terrain mesh blend shader (wip)
- Disabled Plastic Unity integration again, because it's shit.
- More refactoring and cleanup.
- Moved more stuff away from using Photon objects
Fixing occasional "samed field name is serialized multiple times" error related to TerrainSplatMap
Add condition info on item icons
Add 'on fire' icon to item icon (when on fire in a furnace or campfire)
adjusted a bunch of view model's idle animations
Updated player wounded anim & .meta
Added FindClosestWalkable to PathFinder (used to find good approximation if start or end point are not walkable)
In the process of switching to refactored entity shit.
added new WIP cloud rocks
Unified splat and overlay terrain modifiers
Made paths avoid obstacles like rocks, monuments and rad towns
Kept dynamic resource spawns from dithering out of their spawn areas
- Fixed error in Group.cs (looking for old prefab)
- Deleted Group prefab
Generated loot recepies with new items
Fixed a cause of extreme performance issues related to strings needlessly being sent between app domains.
- Fixed tribes not spawning correctly
- Improved GameOptions a bit, now additional graphics options automatically set with quality level
Merging from Cleanup branch to main
base item condition stuff
Added 1st pass player wounded animation
Games now load successfully from packages again, although they run abysmally slowly.
cleaned up materials. Added new shader for court_inner element, you can now set colour and text on inner segment. made texture much smaller.
Made paths flatten the terrain around them
Fixed that some monuments could still spawn inside each other
Refactored terrain maps to use 2D and 3D base classes
Added some additional set overloads to terrain maps
Added methods to push / pop the current editing target to terrain maps
Protocol++ (network + save)
Added maxCondition to item def
Don't wipe out the whole stack when eating
Game loading goes further still before failing.
Fixed supply drop parachute not closing
Added ThrownWeapon HeldEntity type
Added c4 charge entity
Fixed warnings in ItemIcon
Ability to flip the middle part of CC court - no collision yet