254,385 Commits over 3,990 Days - 2.66cph!
Unit+Attachments sets animator bools correctly
BehaviourChain correctly invokes OnComplete when broken by a failure
Underwater rock materials
Removed rock 12 from underwater spawn table
Underwater clutter placeholders
Terrain painting usability fixes
- LootDrop and LootTable components can now handle ability pickups.
- Added 2% chance for enemies to drop abilities and 5% for crates. (This is temporary, need to move to a more calculated distribution of ability drops, probably)
- Reworked pickup/collectable functionality to be more generic
- Ability pickups can now be... picked up
- Ability bar now auto reloads whenever a new skill is collected (can't manually swap/control it yet though)
Updated special meter effects
Subtractive merge 2531, 2532
Disable PlayWay water so it doesnt fuck with steam build etc
Merge from dungeons_greybox_2
Merge from dungeons_greybox_2
- Goal BP wrapper tweaks (allow abilities to filter entity types in DM)
- Player can RMB to command units to interact with objects again (probably will cause errors until Goals are properly integrated here)
- Set trigger colliders for rooms, lockins, turrets to IgnoreRaycast layer and removed a bunch of layers from the player aiming laser so it doesn't hit invisble stuff
Default seed and salt are scrambled whenever the save version is increased
Underwater rock placeholders
Soft target melee weapon impact sounds + some impact sound fixes
- Removed blast radius from missiles and increased the max turn speed they can increase to from 8 to 11 (starting at 0.5, over 3 seconds)
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- Started ability pickup. Added stuff to pick and spawn a random, not discovered ability as a pickup.
- Correctly set the missile blast radius on missiles so they explode whenever in range of player
- Now only start with speed boost ability
flies spawn around dead ragdolls after a few seconds
More library organisation
- Control clean basic cleanup
Moved networking base to its own dll
Underwater rendering (finally) with half decent lighting and scattering (Q=1-2)
Revamped water optics for more natural coloring, extinction and scattering; easier tweaking as well
Fixed some issues related to depth maps during water rendering + a few optimizations all around
Moved protobuf shit to a seperate library
#ifdef'd out vibration function when in editor
Fix for SpeciesSettings.GetViewPrefab being stupid
Automated Linux DS Build #69
Only hide cursor in standalone
ViewManagement refactor for preset views (species)
Attachment editor WIP
Automated Windows Build #69
Automated Linux DS Build #68
switched back to the old walk/run animations
Automated Windows Build #68
Automated Linux DS Build #67
added more roots and trees to temple
Low cloud textures/materials
High cloud textures/materials
New Billboard FBX