257,967 Commits over 4,018 Days - 2.68cph!
item condition inversely reduces research chance by 50% instead of 100%
actually fixed infinite 556 ammo
firearms found in radtowns/barrels spawn with zero or almost zero condition
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groundwatch can specify layers (no more floating turrets)
New landmine explosion.
New Incendiary rocket explosion.
weapons used as crafting ingredients unload all of their ammo before being used up
StatCollectionSettingsEditor
Added Sleep Need and linkers for energy and hunger
Added Need For Sleep consideration
People eat people.
- Removed turret spawn script from FloorHatchA prefab and rebuilt prefabs to fix fuckup
fixed AK recoil being almost non existant, back to old levels
- Fixed bug with missions that don't require level generation to not track mission correctly.
Generating all basic LODS seperately.
campfire, furnace, small stash no longer deployable in water
Fix for double bounce prediction
autoturret no longer stops firing when you crouch super close to it
autoturret lines barrel up to target more accurately
Standard ball modifier now handles the bounce
Switched back to Igor in game scene
- More turret tidyup/purge/breaking
- Phase1 of turret cleanup/rework:
- Made the three types of turrets in TT boss fight their own prefabs so they never get fucked
- Fixed some stuff in TT boss fight
- TT mission is fucked and can't debug it
Added meat items data and assets
Renamed GoToDistance > GoToEntity, checks destination against target position in RunImplementation (acts as a Follow Action)
Added HarvestFromCorpse Interaction (doesnt use iPositions like the standard HarvestFood)
Added DeerCorpse Resource
Fixed some editor errors
Fixed shutter lock proper
Effects from active weather will be applied to newly created Units
Rain tweaks
Fixed doors appearing closed when open, sometimes
Changes to hierarchy in Mavis rig to stabalize ball anim data
Mavis flying forehand test source
Owl source anim update
Integrating some new building generation and LOD stuff.
Added human corpse Resource
Unit+Resource handles creation of a Resource on death
ResourceSettings.Create(Entity from_entity) overload for creation of resource using an existing Entity's View
WIP on court collision - Added zones to swamp court
Twig atlas
Toptier atlas
Shrinking some AO textures
- Level building code work.
- Rebuilt all prefabs
- Testing runtime turret spawning
- Laser turret test
added temple floor and grass
added stone floor to temple court and grass
Fixed weird campfire glow
Added convar global.timewarning (defaults to false)
Cleaned up EAC kicking code
Collision smoothing on foundation.steps metal and toptier
LOD fix
merging foundation.steps 3m changes
Fixed shelves not always falling down when lower shelves destroyed
shelves icon
Species data refactor, store shit in small serialized parameter classes
Species Resource settings boilerplate
Added directional bias to billboard particle lighting (fixes particles being too bright around dawn and dusk)