242,965 Commits over 3,867 Days - 2.62cph!
ore armor
shotgun pellet drag
Fixed inventory perf issue (especially apparent when firing a weapon)
Pressed a bunch of buttons on TestLevel until it stopped making Terrain errors
Made spanning tree handle multiple passes in a nice way
Added DecorUtil class (methods for easy spawning of decor)
Added powerline placeholders to roadside
Made roads generate cliff topology if required when modifying the terrain around them
Improved edge fadeout of terrain map area modifiers
Merge branch 'networking' into sandboxing
- Changed camera farplane to 1000 from 2000
Backup before I break shit.
fixed bug with shotgun holster animation playing by default.
Fixed scrollwheel stopping at broken items or non holdable items (food)
pump shotgun fire delay matches pump speed
made sure all of the weapons had the "dryfire" state
- Edge detection change so it should update correctly in editor again
shotgun controller tweaks
- More refactoring
- Reimported models for processor to set flags
only send condition when full integer changes
- Readded the custom shaders to the included shader list
- Deleted old image effect assets
- Imported B22 image effects to make sure we're rockin the latest ones
- Removed antialising effect from camera as it was causing a build-time compile error
- Removed some old scenes from build
added projectile thickness for arrows & pellets
unrepairable items that break are now destroyed
fixed a few crashes
added pump shotgun
save protocol++ (condition system)
Fixed bug in normal atlas gen
Checking in missed textures for the longsleeve tshirt
Renamed some functions, guns now lose condition when fired
added condition vars to a bunch of items
Fixed blend masking shader limits
changes for server to know when broken
Added initial 1st pass TENN-15 ready & run anims (source)
Holding Alt looks behind you
Changed _placeholder normal import settings
Added support for that 9th splat; blend mask is currently disabled due to shader limitations
Added TENN-15 RIg & anim template
Fixed spawn filter of clutter flowers
Fixed lighthouses spawning underwater
Tidying network player up a little bit. Seperate player entities spawning from normal entity spawing.
Added speaker settings to F2 (but Unity doesn't let you switch speaker modes at runtime yet, so they're hidden)