254,394 Commits over 3,990 Days - 2.66cph!
- Increased blaster projectile speed from 800 to 1200, increased collider size
- Halved the weapon switch time
Added stat linker for current speed to body heat generation modifier ratio back in for Humans (got erased when I reset stat collections in last commit).
Some items provide stat modifier to Body Heat Generation Modifier now when worn.
- Added weapon switch anim
- EntityEvents and EntityAnimator now handle weapon switch events
- Can no longer fire whilst changing weapons (1sec)
Other animals should be affected by the warming heat that comes off of a campfire too, not just the humans.
The campfire now adds a 1 modifier to the Body Heat Generation Modifier within a range of 20. This should "really" scale with distance!
- Entity animator now lerps roll/pitch
Added an optimization to the temperature simulation, such that if a unit has a body heat generation modifier of 1, which effectively nullifies the impact the ambient temperature of the zone has on the unit, then we simply don't do the calculations.
Movement speed now affect the Body Heat Generation Modifier, such that when running naked the temperature will slightly increase, while when standing still the temperature will fall.
pre-release branch uses 5.4
Fixed corpse ragdolls snapping to world origin
Reintroduced Stat Linkers as strictly Stat Ratio Linkers.
- type fix on splash screen
- removed some text from level start screen
Automated Linux DS Build #203
Automated Windows Build #203
Updated Standard/Rust shaders to builtin baseline 5.4b6
Unity auto-fix/replace for a number of misc shaders
Patched SSAO because of material keywords not working again
Automated Linux Build #203
IsPathSafe() only outputs warnings with fs_tellmeyoursecrets set high
Forced player simulation set to 2 fps minimum rather than a ConVar
GitSync
FOR FUCK SAKE burner prefab, tweak hit animation
FOR FUCK SAKE bouncer prefab, relink entity animator
FOR FUCK SAKE bouncer prefab/controller, re rig and tweaked all the anim
!A bouncer roll anim
- Reduced explosion cam shake some more
- AIRandomMovement now has a chance to stop moving
- Removed random offset for cocktail launcher
- Increased blast radius of cocktail launcher and increased damage, enabled player damage
- Reduced loading time of level start/level up screen
- Other bits
Fixed extra shiny player model.
Wet rocks on water and beach
Inverted terrain height masking for wetness
Foam pseudo-shadowing via reflection; reduced SSR fresnel cutoff
Tweaked wetness some more
- Switch XP / room bonus bars around
- Number of level ups is now stored and XP can rollover
- Added level up text to bar when levelups pending
- Refactored earlier XP test code
- Rebuilt player prefab
Mavis - updates to serve walk ( now travels further) & fixed clipping issues with ball
TENN - updates to serve walk ( now travels further) & fixed clipping issues with ball
Igor - Added skinned LOD2 mesh
Updated Elvis controller / config with new dives and smash
WIP on anim state changes