244,558 Commits over 3,898 Days - 2.61cph!
Subtracting that bloom effect toggle
Added smoke when pushed back
Increased pushback on rock ball hit
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Fixed bloom and lens dirt effect still running when disabled in effects UI
Switched to low res buffer in eye adaptation effect (halved time on my D500); updated Main Camera prefab
Made wetnes underwater spec occlusion fadeout more aggressive
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added swamp moss to swamp court
Fixed "Dimensions of color surface does not match dimensions of depth surface" error when resizing viewport
Fixed cave triggers not existing serverside
Fixed some code that set Random.seed without reverting it (this probably doesn't matter at all, but it helps me sleep at night)
* Added Entity Class and Index to the "Ignoring unreasonable position" message
! Fixed server.cfg download exploit
! Fixed 2 exploits that allowed to circumvent RunConscoleCommand blocked commands
Added test cave to CraggyIsland
Cliff topology blocks grass again (!)
Updated shield to work in game
Lion-El running forehand & backhand
lowered sandbags barricade
Updated Lion-El running hits
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fixed barrier ends and barrier sparks anim controllers for the forcefield
FOR FUCK SAKE pipe model/texture with copper/brass test colour
FOR FUCK SAKE turret base size to make it look less bulky
FOR FUCK SAKE model file structure clean up
Stopped smaller items (stick, rock) being spawned with a rigidbody because suddenly performance death on 5.1.1p3
More tweaks to spawning setup, number of populations added to the handler for each Zone is scaled with the size of the Zone
Some Unit structure tweaks (declaring partial methods in the main class like we do in other partial classes) (TODO: Make this consistent in other code)
Refactoring World and Zone. Made into partials, cleaned up and removed old crap.
Added basic setup for SpawnHandler/Population creation through Zone+Ecology, driven from BiomeSettings
Numerous tweaks to SpawnHandler, SpawnPopulation etc
Added SpawnPopulation settings to Species and Biome
FloraPrefab ditched in favor of new BiomeMaterialObject component, WIP biome material library system
Updated all scenes in line with new Zone component setup
Updated GSD/GDS
Tweaked arid biome rock texture splat tint
Fixed various issues with construction placement inside caves and on terrain blended rocks
Added GamePhysics class (physics wrapper with custom hit verification for things like terrain collider carving)
WIP Lion-El running hit anims
added opacity sliders to forcefield shaders, added in, idle and out anims to forcefield and forcefield sparks controllers
Switched to Async loading for main scene
Added loading ball
Fixed the celeb cam rendertarget size
debris collides with world
Lion-El special move & events
landmines placed on ores now detonate when it's shape changes
World view models for the 6 new melee weapons.
Moved all decor on the terrain layer to the world layer (terrain layer no longer required for grass to grow on them)
Static flag cleanup