243,633 Commits over 3,898 Days - 2.60cph!
- Updated to 5.1.0b1
- Fixed some API issues in ProCore plugin
- Remove some problematic Cecil PDB/MDB files (seems ok?)
- Improved override/inhertince display for UnitAsset species groups in the Before Editor window
- Clean up and various layout improvements for the Before Editor window
- Added remaining data to the Unit Editor (Ecology/Attributes/Colors)
small refactor for eyepeek
small fix for eyepeek deployable placement
increased tracer width
lowered zoom on some weapons
turn in place animations for hatchet / pickaxe / pistol / grenade
tweaked the sprinting animations for pistol / rock
tweaked the campfire crouching animations
re-exported barricades using a single component - proper
Almost finished emblem designer class.
re-exported barricades using a single component
skull fbx + prefab + mat + textures
tweaked lighting on cloud city
Fixed items ejected from furnace/campfire/storagebox falling through the world
Fixed vitals sometimes not showing
- Fixed building placement issue
- Fixed building persistence issues
- Spotted a strange behaviour where Building's buildType is not properly persisted, without finding out why just yet.
No placing sleeping bags under water
turned off emission on court surfaces, brightened court surface textures to compensate, tweaked amplify colour textures further to darken shadows, removed erroneous materials
Added smash to igor controller
Sleeping bags use new deploy system
Sleeping bag placement is restricted better (prevent placement inside stuff exploits)
Fixed condition bar showing for some items that had condition disabled
Can place signs rotated
GizmosUtil.Draw* no longer ignores the current matrix
Fixed hammer not working if clicking too fast
Fixed hammer having no impact effects
Some code cleanup in monument / mountain terrain placement
Added terrain memory usage to F1 menu world info
Show layer names in MainCamera.Distances
Fixed shakey ragdolls
Fixed chicken ragdoll having wolf bones (!)
Tweaked sign placement rules
Allow clients to call data.export
Updated Igor special move & exported
increased bolt rifle zoom while ADS
lowered other weapons ADS zoom
nerfed assault rifle rate of fire and increased recoil slightly (was a bug anyway)
added inplace turning animations for when the player holds a bow
improved the 3rd person crouchwalk animations for the bow
Added Igor special move source
BuildPrefabs use deletion queue instead of doing it straight away
Praise the lawd, I think I fixed the reason for the radtown_small_2 prefab getting modified all the time
Removed trigger hack from TreeMesh
ST cleanup
Removed bush triggers as they're added incorrectly
MovementSoundTrigger wasn't culling itself on server
BuildPrefabs logging
Added GameObject.Hierarchy.Components to diagnostics
Multiply constant fog color with light color grayscale value
Added data.export admin command (exports terrain data as RAW files)
Fixed some effects not playing
Prefab pre-processing tweaks
- Added SSAO Pro
- More tweaks and cleanup for unit editor window
Strip the collider and component from MovementSoundTrigger on serverside
Fixed view drift when escape'd
Added admin teleport <name|steamid|nothing> (players only)
Added admin teleportany <name|steamid|entityname|nothing> (any entity)
Tweaked unresponsive kick
Fixed Warmup warming up shit that it didn't need to warm up (speeds up pressing play in editor)