254,385 Commits over 3,990 Days - 2.66cph!
Added background plate texture for in-game renders
Added refresh_colliders and refresh_renderers console commands
wall.frame linking and collisions paths
wolf being on one material source assets
Added automatic mesh splitting to collider batching
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changed material settings for some of the addon textures so they don't look so blurry from firstperson
tweaked the 3rd person rifle pose so it's more aligned with the 1st person.
updated beam effects (again)
fixed 3p laser perf issues
updated flashlight beam texture
Automated Linux DS Build #166
Removed old ingame debug UI modal
Rain effect tweak
laser recoil bonus nerfed to 20%
Automated Windows Build #166
Automated Linux Build #166
* Added Player.AnimSetGestureSequence( slot, seq )
* -noworkshop now also prevents SteamAPI from being initialized too soon on dedicated servers
Effect data validation on the editor side, with warnings
Fixed missing effects data, stats are changing again
Some Effect cleanup and bug fixes
Logo & BG for title screen. Added Design folder.
Fixed EffectParameters not passing due to new data being excluded
Merge from stats_refactor_jan16
Game runs again!
Updated all effects data
Effects tick stat changes flagged for ticking
Added StatTypeSelectionDrawer back in, turns out we do need it?
- Scriptable object definitions for modular item model system. Definitions only. Doesn't do anything yet
new wolf with tweaked model on 1 mat and changed idle
StatMeasurement now supports all Stat classes with different measurement value types and an improved drawer
Fixed StatCondition, StatConsideration (previousl RangedStatConsideration but now just simply limited to those stat types with a CurrentValue), StatMeasurementTrigger
Owl - Special move flap anim
Owl - Special move flap source
first person laser prefers aiming accuracy over viewmodel accuracy
updated beam shader for laser
saved out unity scenes for swamp and cloud city
tweaked water shader and fog on swamp court.
made all shaders on cloud city that can be deffered use deferred. halved or more many textures. tweaked fog and lighting. removed some erroneous textures
backfaced cloud city deckchair and exported
New Building frames prefabs setup WIP
Animations and additional files
Yield a frame from time to time during stability warmup (temp fix for Multiplay killing our process on startup)
Added ScaledValue as part of MaxValue.
Throw an exception if a stat is not of a type supported by Stat+Changable.
Stat+Changeable implemented.
Quickfix for Stat Modifiers.
CombatAlgorithms is now a static class not asset
Added StatChangeParameters, StatScaleParameters
Added IStatMinipulator interface implemeneted by params types
Added StatMinipulators enum
Removed all old Stat related interfaces
More work on StatModifiers, removed old order handling etc
- Added Room and RoomSpawner components to the current Ice Cave rooms
- Removed some junk from SpawnLocation
- Added Ice Cave enemy pack
- Started Ice Cube harvester gameplay code
- Rebuilt Ice Cave prefabs