255,019 Commits over 3,990 Days - 2.66cph!
merge from building_atlases
Shutter, embrasure and window bar prefab updates for the new socket features
Fixed special bar size re-added yellow buffers.
added blog banners, added grass mesh to temple court
added grass mesh to temple court, texturing
FOR FUCK SAKE playership cleaning/aiming laser
FOR FUCK SAKE town with skubox
WIP stat type refactor and organisation
Door prefab updates for the new stability backend
Cherry picking Vince's door material fix
Missing folder f!'@#]p/?plastic
- Added a placeholder loading screen when starting a mission
- Playership now uses same minimap marker setup as everything else
updated ak47 material values
updated ak47 lods maya file
New crosshair focus special meters, deleted yellow buffers.
- Model post processor now sets material name setting
- 138 materials that got generated as a result
Mavis flying anims - batch 2
Ramp construction socket (used for roof)
LOD management. Fucking this off though for something else.
- Fixed the 1 pixel border on death screen
FOR FUCK SAKE background camera script, added a condition to avoid error spam
Added maxthreads convar (number of threads to use for the procedural world generation, defaults to processor thread count)
FOR FUCK SAKE planet prefab
FOR FUCK SAKE WIP planet
FOR FUCK SAKE add light attenuation to subsurface shader
!A simplex noise script
!A planet script
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m249 viewmodel + worldmodel + sounds/special fx
- Added BaseEntityCollider script that can be used to forward hit messages to the owning BaseEntity, so a single BaseEntity can have multiple hit colliders
- Both ends of the LaserLink can now receive damage
- Bouncers now show their own name instead of Booze Burner
- Fixed Money Bags enemy ability. It now sets the entities loot table to have 100% chance to drop cash (and doubles the cash value)
- more laser link wip testing
AK47 - Updated vm reference source with new meshes
Added all LODS base maya file
Added LODs to database
Added textures & materials
AK47 mesh update (now component meshes)
autoturrets won't aggro on eachother if shot by errant rounds
Push back time, dist and slide rate now pulled in from config file