192,704 Commits over 4,049 Days - 1.98cph!
Train LODs progress
-Lod1 seems to transition nicely with very little vertex colour mask blend popping
-Prefab update
Enabled cliff spawning in ProceduralMapRoad
Fixed certain cliff pieces sometimes spawning on rail
Level 0 move & cover point setup
Separated greybox into tasks objects/folders
Remaining forest fixes 1/3
Made AI data a prefab.
Added AI data to launchsite prefab, s2p launch site.
Door settings.
centred train transforms so now there's no offset from the middle of the train
-same for collision mesh
removed unnecessary material for control panel
adjusted decal material
updated train prefab
Potentially fixed camera rotation input while parented to a nested transform
Fixed camera position/rotation changing when cycling through bones
Show bone name on demo UI when parented to a bone (won't show if parented to the root of an entity)
Test demos, on right branch this time
Merge from global_broadcast_fix (HABs and helicopters should no longer broadcast globally when they are idle)
Disable global broadcast on HAB, mini and scrap transport helicopters (this is now enabled as needed at runtime)
Merge from spraycan_merge2
Added new IAnimationEventReceiver that can intercept events from AnimationEvents component without needing to access the held entity. This works in regular gameplay as well as spectating.
Reworked spray can to use new component for viewmodel spraying animations
Fix demo NRE when scrubbing while freehand sprays are created
Don't play world spray fx in first person
Fixed forest masks on about half the map
Update FP.Nexus
Pull in clan info so the clan UI can render correctly now
Update FP.Nexus
WIP nexus clan backend
Item/Prefab setup and Id's
impact punch (color effect) adjustments and directional damage indicator fixes
hit marker effects
thumb_up
57
thumb_down
48
Adjusting for proper spawns WIP
anim updates, rigged world model, override controller, world animator
thumb_up
42
thumb_down
38
thumb_up
34
thumb_down
25
Reworked the machine greybox
updated decal mesh
and decal texture
Try and bake AddToHeightMap into TerrainHeightMap.Bake
Coaling tower greybox iteration 3
Added a pipe network that can divert flow from the coal hopper to a fuel tank for future use
More fleshing out of the interior interactive elements/space
added new control panel with controls
textures
train prefab update
Fixed solar panels pointing to the sun's location in the server's central sky dome instead of the suns true direction. Light angle on solar panels now always matches visible sun position.
Fixed broken WorldSetup assignments.