244,576 Commits over 3,898 Days - 2.61cph!
Soliciting reviews in game is now against Steam's Rules
skin_head prefab wasn't referencing skin_head_fem prefab. Now is doing.
CraggyIsland layer updates
more bridge decal tweaks.
Don't check for construction in DeployVolume
pumpjack belt stops with animation
Fixed player server colliders
fireballs no longer block movement
wood jacket uses wood protection instead of wolf protection, derp
Delete rigidbody on sleepers
Added spawn.fill_populations and spawn.fill_groups admin commands
animals don't need to trigger anything
set max value in player script
Made damage collider a tiny bit bigger in barricades
Fix last concrete bullet impact sound having the tip of a metal impact in it
Fixed floorspikes, barricade damage triggers not being triggers
Re-added rigidbodies to players and animals - but marked as triggers
Radtown crates no longer spawn partially inside building floors
Tweaked initial delay in LocalClock
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fixed pumpjack giving ore instead of oil
fixed large furnace being able to be placed on foundations
large furnace slightly cheaper
I wonder what would happen if the player and animals didn't have rigid bodies
Tweaked wall deploy volume thickness
Fixed some deployables that should be placeable on foundations being unplaceable
Triggers created at runtime add themselves to TriggerManager for evaluation.
Tweaks
WIP Trigger/Condition refactor, effects not working currently but game still functions
Updating crossbow source file
Added dylans sparks effect. Added new skybox, lighting and animated parts to wild west scene. Changed material colours, added clouds, tweaked orbitting rocks.
added new wild west skybox, added shadow mesh
fixed some seams seemingly causing seam issues.
Removed lamppost light source because it looks weird and flickery
Removed tiny floating mesh from radtown_small_5
Fixed SpawnGroup variance always being 0 (i.e. no variance)
Refactored shot selector, removed almost duplicate struct
Overriding the type passed to CreateAsset in in tabs that work with abstract data types (condition, trigger, consideration etc)
Added HasAttribute Condition
Added EnvironmentalModifier Effect
Big chunk of editor cleanup and refactoring mostly around asset list generaton, tab refresh and creation
Material organisation in Resources
updated male heads with new eyes
updated icons
added LOD's to crossbow
added worldmodel for crossbow
Changed how items are loaded (loadtime test)
crossbow third person LOD's + worldmodel
Fixed floaty airfield boxes and missing crates
Override player aim with where their gun is pointed at (sadly disables headlook networking for now)
Fixed that the holdtype in PlayerModel never switched to the gun holdtype because it was checking a deprecated string field