244,452 Commits over 3,898 Days - 2.61cph!
EAC compile fix (send help)
Cleaned up convar structure
Fixed status console command calling pool.status clientside
- Speech bubble changes
- Added some temporary, enemy-specific taunts
Exposed run speed, run accel, run accel animation rates
Merge pull request #2 from bawNg/master
Fixed typo
Merge pull request #1 from bawNg/master
Some small improvements and optimization
RPC fixes, networking fixes, fixes.
Optimized panel lookups
Implemented server-side texture support
Implemented fade in for components
Implemented fade out for panels
Removed logging to avoid breaking client console
Replaced a bunch of horrible code with the new [CreateAssetMenu] attribute
Fixed item contents icons not always updating
Fixed more projectile firing performance problems
Tweaked large water catcher blueprint ingredients
Culling some clientside stuff out of serverside
Updated court / character select states
Sending data and succeding!
Fixed batched mesh incorrect transform rotation on foundation.steps.stone
A couple of CLIENT ifdefs
Fixed players not being marked as developers properly
Better developer test for the console dev tools
Updated lion-el controller with backhands
Fixed graph UI being affected by image effects
Mining quarries are much stronger
Mining quarries can be repaired with hammer
fuel/output storage on quarries spew contents upon destruction
Mining quarry requires less metal frags to create
Mining quarry no-build/noplace radius reduced to 15 units instead of 20
Mining quarry works faster
chance for some areas to produce more stone
merged mining quarry into main, gulp
Draft radial/context menu implementation. PlayerController deals with popping the radial and passing in the smartobject on RighClickDown. If an SO has more than one interaction, we should the radial with a button for each, otherwise right click will call TrySubscribe on the first interaction.
Updated research table panel to sideset confusion
all loot tables, phrases etc udpated
Attachemnts dict no longer uses string keys (AttachmentPoints enum)
- Unit+Attachments improvements. Now firing Animator.SetBool() for each AttachmentPoint when Attaching/Detaching Items
- Added Human CarryingRShoulder anim, updated controlls with new layers + masks for each arm and params for carrying
Damage balance
Slightly reduced damages from last week
Alt ammo types always better than standard in terms of damage
shotgun slug does lots of damage
fixed the normal map for the portable generator (thanks Bill/Vincent)
- Moved Human+Equipment logic and attachment handling to Unit+Attachments
- PickupItem now calls AttachItem
- Added Head attachment point to Human rig